Left 4 Dead 2 Catch All

I still want to do co-op runs through the campaigns tonight before going to VS. I'll be sending invites to people 3 hours from now, get ready!

Arterus wrote:

AK47 + Laser Sight = Crazy Delicious.

Arterus/Tiny finally comes from his lurker hole to share his opinion! A round of applause please!

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.

yonder we are no longer friends. I shall now take up Prozac on his request to be his stateside agent to facilitate him moving in on your girlfriend.

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.

Amateurs.

IUMogg wrote:

I look forward to killing all of you soon. Especially laars.

Bring it, sweet cheeks.

LtWarhound wrote:

I'm reasonably willing to shuffle teams midway if the scores are well out of whack because the teams are unbalanced.

I think this is the only way to do it. Every time I've been in a game where we tried to "balance" the teams beforehand one team still ended up dominating the other. I think our best bet is to go random, play a map or two, and then swap people around if things are really unbalanced.

Swapping around has always been problematic. The game just does not make it easy for you.

Norfair wrote:
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?

Think about "The Park" from the demo for a minute. If you don't search every place on the map, and rather make steady progress towards the event, it's really not very long. Safe room -> Steps up to the park -> Park entrance -> One of: Restrooms, Horse, Gazebo -> Road -> Under the freeway -> Event -> Bus station -> Safe room.

There's a lot of space, a lot of squirrely little places to look for stuff. But a straight path from the start to the end is not that far at all. Any sane versus team is going to pick a path and search things close to that path, rather than wasting time checking every possible loot location.

So I've played through all but the last two campaigns (on Easy mode, because my intention is to breeze through the campaign as fast as possible and then join Versus while people still have no idea where they're going). The uncommon common infected are pretty gimmicky, and they don't really seem to change the game much. The AI is thick as sh*t - really good accuracy, but that's about it. I died multiple times

Spoiler:

on the Dark Carnival rollercoaster

simply because they couldn't keep up. And I got pinned by a Hunter no more than two metres away from the rest of the group, and they didn't bother to save me until I was down to about 20hp.

But we don't play for the bots, do we? I agree that the levels are much more open than in L4D1 - I managed to get pretty lost in Swamp Fever. I can see the opportunity for utter mayhem here, and my colleagues who have been playing Versus have confirmed that the Spitter is utterly devastating. In particular, Spitter + Hunter and Spitter + Charger are going to be pretty deadly if pulled off properly.

Pretty sure I'm going to get my £20's worth out of this game!

Hypatian wrote:
Norfair wrote:
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?

Think about "The Park" from the demo for a minute. If you don't search every place on the map, and rather make steady progress towards the event, it's really not very long. Safe room -> Steps up to the park -> Park entrance -> One of: Restrooms, Horse, Gazebo -> Road -> Under the freeway -> Event -> Bus station -> Safe room.

There's a lot of space, a lot of squirrely little places to look for stuff. But a straight path from the start to the end is not that far at all. Any sane versus team is going to pick a path and search things close to that path, rather than wasting time checking every possible loot location.

I haven't played that level in the full game yet, but as I recall the demo for the first game cut it's second level in half. The generator room crescendo event was the finale for NM2.

I'm playing through the missions in order though, so it will be a while before I find out if that was the case here.

Quintin_Stone wrote:

We need a ranking system!

I propose we rank everyone in Phils, the theoretical lowest possible unit of L4D skill. It would be a Logarithmic scale, with infinite skill approaching 10 Phils (the "Switchbreak Horizon").

Logarithmic scales don't hit infinity at 10.

Quintin_Stone wrote:

Logarithmic scales don't hit infinity at 10. :P

pfft, one Phil for you.

Still need to get through the first Campaign and the last part of the last Campaign..didn't get to beat the first one with my buddies they did it without me and we died on the last part of the Parish and just decided to play another day. Need to get them done but Crack of Duty is just always in my 360 for some reason

mrwynd wrote:

pfft, one Phil for you.

Then I'll get put on the team with the good players and not stuck with Phils like you.

Gumbie wrote:

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.

Quintin_Stone wrote:

Swapping around has always been problematic. The game just does not make it easy for you.

L4D1 and sourcemod made swapping people easy. Hopefully soon sourcemod will be available for L4D2 and the old plugins will work.

Yonder wrote:
Quintin_Stone wrote:

We need a ranking system!

I propose we rank everyone in Phils, the theoretical lowest possible unit of L4D skill. It would be a Logarithmic scale, with infinite skill approaching 10 Phils (the "Switchbreak Horizon").

I like this idea, my name also being Phil.

Quintin_Stone wrote:

Logarithmic scales don't hit infinity at 10. :P

Bah, I should have known better to sneak that through. There is (I think) a type of scale where infinite is represented as ten. I thought that the Richter scale was like that but now that I look it up it's a normal log scale.

I think I may be thinking of the original way of measuring Star Trek warp factors instead of any real measuring system, damn.

Edit: Yeah that is what I was thinking: http://memory-alpha.org/en/wiki/Warp...

You could map it like this: Phils = 9 / (10 - x)^n where x represents the skill. You would change n depending on how steep you wanted the progression to be. Not sure what you would call a scale like this though.

Floomi wrote:

The uncommon common infected are pretty gimmicky, and they don't really seem to change the game much.

I have a different experience with the new uncommon infected. On expert it seemed like the AI was hell bent on making me eat my opinion of them being just as you described. In particular the Jockey. That damn little thing wiped us by himself twice (granted we were all low on health....but still). I loathe him. Not to mention the charger's apparent interest in singling only me out. I should mention this was with 4 other people as well.

Quintin_Stone wrote:
mrwynd wrote:

pfft, one Phil for you.

Then I'll get put on the team with the good players and not stuck with Phils like you. :D

I call Tkyl!!!

So, there will be a game starting at 10ish so I can get back to shooting laarrs, right?

phragged wrote:
Floomi wrote:

The uncommon common infected are pretty gimmicky, and they don't really seem to change the game much.

I have a different experience with the new uncommon infected. On expert it seemed like the AI was hell bent on making me eat my opinion of them being just as you described. In particular the Jockey. That damn little thing wiped us by himself twice (granted we were all low on health....but still). I loathe him. Not to mention the charger's apparent interest in singling only me out. I should mention this was with 4 other people as well.

I think he's referring to the SWAT, clown, fireproof, and mudmen zombies.

SWAT zombies and Clown zombies change a lot. Hazmat guys aren't really a big deal and I haven't seen mudmen yet.

Kannon wrote:

So, there will be a game starting at 10ish so I can get back to shooting laarrs, right?

Since when do you play Left 4 Dead? :p

Also, Dark Carnival finale is awesome.

Switchbreak wrote:
Kannon wrote:

So, there will be a game starting at 10ish so I can get back to shooting laarrs, right?

Since when do you play Left 4 Dead? :p

Since as soon as my schedule changed so people are on for me to shoot.

That and letting you get in some practice.

Instructions for accessing the GWJ servers. This will pick one of the three ones, whichever is free. Otherwise you have to guess which one to use and if its occupied, you get to host locally.

First, create a txt file in \Steam\steamapps\common\left 4 dead 2\left4dead2\cfg\ called gwjservers.txt and rename it to gwjservers.cfg.

Open the file in Notepad and copy the line below into the file. Save it.

gwjservers.cfg wrote:

mm_dedicated_force_servers 72.249.142.138:27015,72.249.142.139:27015,65.99.246.104:27015

Then during the game,

  • Enable the Console in Options\Keyboard and Mouse\Allow Developer Console if you haven't previously
  • Open the console before entering the lobby by pressing ~
  • Use the command exec gwjservers
  • Close the console
  • Start a lobby
  • Launch the game

Brainz, you might want to put this info into your second post to keep it where people can see.

Reposted here since the other thread is now locked:

Dedicated server files have been released, and GWJ3 is up and running. No sourcemod for now; I'll probably wait a couple days to submit a ticket to get it installed, along with snarespeak.

If you log on to the Mr. Frying Pan server and notice any issues, send me a PM and I'll get to it in the morning.

Edit: The new IP is 65.99.246.104

Edit the second: Useful instructions from PandaEskimo (aka Dan):

PandaEskimo wrote:

Instructions for accessing the GWJ servers. This will pick one of the three ones, whichever is free. Otherwise you have to guess which one to use and if its occupied, you get to host locally.

First, create a txt file in \Steam\steamapps\common\left 4 dead 2\left4dead2\cfg\ called gwjservers.txt and rename it to gwjservers.cfg.

Open the file in Notepad and copy the line below into the file. Save it.

mm_dedicated_force_servers 72.249.142.138:27015,72.249.142.139:27015,65.99.246.104:27015

Then during the game,

* Enable the Console in Options\Keyboard and Mouse\Allow Developer Console if you haven't previously
* Open the console before entering the lobby by pressing ~
* Use the command exec gwjservers
* Close the console
* Start a lobby
* Launch the game

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.

Don't know where you get your data from, but it's preposterous I'm not on the list. 1 on 1, I can beat all of them Tank vs. Survivor.

Norfair wrote:
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?

Each section seem to be along the same lines as CC. 1 or sometimes 2 wait points before a finaly. That and right now it may be the case of everyone is new to it. Even on the maps that went the full length it wasnt as long as the L4D maps

Well, my plan didn't work out. I was going to use our credit card rewards to get some amazon gift cards and thus L4D2, but the ever crushing guilt of sneaking all that behind my wife's back got to me. I caved and told her about the gift cards and we both agreed that they're probably better off helping us reduce the amount of cash we spend on X-mas gifts for people. Therefore I will not be joining the zombie kill fest until after the holidays. I'll most likely get a copy as a X-mas gift from the rents.

boo

Elycion wrote:
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.

Thank you for that observation! I had not noticed that.