Left 4 Dead 2 Catch All

I want to play Versus RIGHT NOW. I have posted an announcement. Get to it, chaps! (And chapesses.)

NathanialG wrote:

The green one is a smoker.

Edit: the greenish one in the bottom half is a smoker!

Really? You think the one with the really really really long tongue is a smoker?!

FedoraMcQuaid wrote:

I'd just like to say (and a few of you have already heard my complaints about vs) I hate versus now, they killed it. Versus has turned into a speed killing competition. No more tactics for the survivors, no more rationing medpacks and pills, only logical option is to use them whenever you get slowed down. It's not about how well the survivors play at all anymore, only how fast the infected can manage to kill them.

This is very surprising considering that I had it on the best of authority that the defibrillator was going to break the game in favor of the survivors, rendering them invincible.

All kidding aside, I do expect to see the Survivors die early and often while we all learn the ropes in what is nearly an entirely new game. There are so many changes to the mechanics we've become accustomed to that our very level of experience is working against us. I'm confident that a few weeks from now things will be looking different from the Survivor perspective. Valve did extensive play testing on this game, and I seriously doubt that every session ended up in a survivor wipe and they just decided to ignore it. It's not like all their play testers are some kind of defective podunk hicks that would miss serious balance flaws

In the long run if someone really doesn't like L4D2 in Versus mode, we still have this great game called L4D that we can play. While I certainly want to play with the new shiny toy, I can't see myself permanently dropping the first game if there were still others wanting to play it.

I'm kind of hoping someone will port the original L4D campaigns and that we'll be able to use them with the new special infected in L4D2.

complexmath wrote:

I'm kind of hoping someone will port the original L4D campaigns and that we'll be able to use them with the new special infected in L4D2.

Zoey model's out. Nate should be happy.

Elycion wrote:

This is very surprising considering that I had it on the best of authority that the defibrillator was going to break the game in favor of the survivors, rendering them invincible. :)

Oh snap!

that our very level of experience is working against us. I'm confident that a few weeks from now things will be looking different from the Survivor perspective. Valve did extensive play testing on this game, and I seriously doubt that every session ended up in a survivor wipe and they just decided to ignore it. It's not like all their play testers are some kind of defective podunk hicks that would miss serious balance flaws ;)

...hey, now wait just cotton-pickin' minute here.

edit:

Bonus_Eruptus wrote:

Zoey model's out. Nate should be happy.

Sexy!

Thanx to everyone I played with yesterday. I was able to get through 4 of campaigns, only the Parish is left. I was really worried after playing the demo that L4D2 wouldn't be as creepy as the first. Fortunately all the campaigns have proved me wrong, especially the last part of Hard Rain.

Podunk wrote:

Did you guys ever get through that finale? That was pure carnage!

My favorite moment: stupidhaiku hits the tank with a bile bomb, and moments later Mystic throws out a molotov, which both isolates me from the rest of the group and burns up all the common infected that are charging at the tank. :lol:

It was a sad day for our heroes; we even set the difficulty down to normal and still got stepped on.

I started a new campaign on Swamp Fever with evilseed and Mystic Violet; that Chapter is awesome.

@camnipotent; regarding the second wave in the finale, I had the best Boomer Vial throw ever, without going into spoilers, that wave was fairly easy after that.

Something I'm really loving about this game is the additional level of detail in each level, both location and items; the Dark Carnival and mall were amazing.

Bonus_Eruptus wrote:
complexmath wrote:

I'm kind of hoping someone will port the original L4D campaigns and that we'll be able to use them with the new special infected in L4D2.

Zoey model's out. Nate should be happy.

Why do you like making me cry!! I was SO excited.

Hobbes2099 wrote:

It was a sad day for our heroes; we even set the difficulty down to normal and still got stepped on.

Aw, man. I was hoping you guys would prevail.

Pharacon, a couple of co-workers and I blasted through that finale on Normal today in a grand total of 7 minutes. It was amazing how much easier it was than Advanced. We split up into two groups, one on the floor and one moving into the upper levels to throw down gas cans. It was a little hairy on Normal, and I have no idea if it would have been remotely viable on a higher difficulty.

B'eunice is cruel!

Bonus_Eruptus wrote:
complexmath wrote:

I'm kind of hoping someone will port the original L4D campaigns and that we'll be able to use them with the new special infected in L4D2.

Zoey model's out. Nate should be happy.

I can't believe this just happened.

Hobbes2099 wrote:

@camnipotent; regarding the second wave in the finale, I had the best Boomer Vial throw ever, without going into spoilers, that wave was fairly easy after that.

That would do the trick and I shall attempt it...(results may vary)

Also, I found the Adrenaline Shot to be F'ING AWESOME in the last 30 seconds of a finale. You can pull an incapped up in under 3 seconds.

So it looks like survivor versus scoring goes like this:

Score based on progress through the level for each character--max score depends on the level.

Plus 25x number of survivors who made it to the safe room.

So I guess health is irrelevant now. It's all about how far you make it? Not sure about infected getting points for downs, but that would make sense.

Only 100 extra points for full survival?

Hypatian wrote:

So it looks like survivor versus scoring goes like this:

Score based on progress through the level for each character--max score depends on the level.

Plus 25x number of survivors who made it to the safe room.

So I guess health is irrelevant now. It's all about how far you make it? Not sure about infected getting points for downs, but that would make sense.

Interesting. So no difficulty or survival multipliers? Just a safe room bonus with a max value of 100? Scores should be a lot closer in that case, no more 1000-point leads just because one team made it to the safe room.

I was watching Whitest Kids U' Know and saw this skit.

It couldn't stop laughing because it reminded me so much of a mini-argument between Slytin and Boogle about friendly fire

Love it. The best part about this game is my favorite character also shares my name (Nick). It's so weird how much more immersive that makes this game when someone is telling ME to get up and hurry up etc.

NathanialG wrote:
Bonus_Eruptus wrote:
complexmath wrote:

I'm kind of hoping someone will port the original L4D campaigns and that we'll be able to use them with the new special infected in L4D2.

Zoey model's out. Nate should be happy.

Why do you like making me cry!! I was SO excited.

I swear I felt horrible doing it, but it had to be done. For the lulz!

WOW. We just finished up an epic versus match. My team won the first round pretty handily, and I think the other team barely won every round after that, including having Tykl make it onto the rescue vehicle in Dark Carnival. My team only won by 17 points. Big fan of the new scoring system for making matches that much more intense!

I think both teams would agree that using the charger like a smoker is pretty much the best thing ever. During the event on chapter three, I got plowed off just as I crested a hill, which was hilarious. My retribution did not succeed, sadly. Then later on, as the survivors are crossing rooftops, someone on our team -- Switchbreak? -- charged lengthwise across the roof and knocked the survivors to the ground floor on the other side of the building, about 30-45 seconds back if you just make a straight run of it. And I think everyone wants to play spitter, because that goo is amazing.

Well, I just finished Dark Carnival for the first time. It didn't wow me like I expected. Of course, falling to your death at the very end is never fun, but I don't know, I expected more color or something. More evil trippiness.

Oh well, it was still fun. I hate those spitters through.

FedoraMcQuaid wrote:

I was watching Whitest Kids U' Know and saw this skit.

It couldn't stop laughing because it reminded me so much of a mini-argument between Slytin and Boogle about friendly fire :D

Exactly. My leg was there first

My headset crapped out during a game of Scavenge tonight, and I spent most of the match trying to fix it. Sorry about that guys.

Yeah, already said it but probably better to play and attempt to fix technical issues later. Playing that with only 3 people was frustrating.

Oh wow. Just finally finished all the campaigns in order, and that last bridge run is a f*cking trip. We finished it on our first try (by we I mean half of us), but were hanging on by our fingernails the entire time. Tempest was at one health and getting swarmed when I threw him an adrenaline shot and he used it to make the last sprint to the chopper. Somewhere along the way the two of us broke into a run and lost sight of the other two. It was like a scene from a great movie.

muttonchop wrote:

Interesting. So no difficulty or survival multipliers? Just a safe room bonus with a max value of 100? Scores should be a lot closer in that case, no more 1000-point leads just because one team made it to the safe room.

Difficulty might be there, in terms of how many points you get for level progress. But since there no "whole score x4 because you got four people into the room", everything's much closer. I was just in a pub match where we ran into a tank just after an event, and close to the safe room. We were getting messed up and I booked it, netting us an extra 25 points, which was not at all insignificant.

It's very very much a game of "get every survivor as far as you possibly can and every survivor you can into the safe room". I get the feeling that kills and wipes are going to be more expected now, but again--if you made it close to the end before wiping, you're not very far behind a team that made it all the way. (That 100 point difference for four in plus a few shavings of score off of progress.)

I guess the one thing that makes me sad is that there doesn't appear to be any impact from how *well* you survived. I could imagine using another 100 points unmultiplied for that.

But probably what they were aiming to break people of is the habit of holding onto health as long as humanly possible in favor of using them to maximize survival, and any sort of "how much health you had left" score means people would keep doing that.

I can't recall if I've seen any paddles in versus yet. Hmm.

Kannon was swarmed by zombies and I felt the need to help him out of it. I turned around, and saw the other two running for it and was torn on what to do. Finally, Kannon went down and I decided to forget about him. I ran the last stretch of distance with around 7 health, bashed my guitar into a few faces, landed onto the chopper, and knocked Tempest Blaze out cold with a final swing. He looked like a zombie who was crouching and holding a gun, and to be fair, I was looking at him quick.

Sorry, Tempest.

Oh man, thanks for sharing this. I laughed through the whole thing!

Hypatian wrote:

I can't recall if I've seen any paddles in versus yet. Hmm.

I can confirm that there are paddles in versus as we used some on a dead Rochelle, though we barely managed to leave the hallway where we found them.

As far as the new versus balance goes, I thought it was pretty great. As I said earlier in this thread I much prefer a quick game to one that drags on with people getting to the safe room every time, particularly if one team is doing much better than the other. I think the "rematch" hints at the fact that Valve is expecting the vs games to end more quickly now as you can easily jump in again.

The pace and intensity are great now, and the scoring system keeps things interesting and more "fair". We played Dead Center and the other team won by a hair by progressing a bit further through the finale. In the L4D1 system that would not have been possible unless they somehow survived.

In Dead Center is the finale score from how many cans you get in the tank? In Coop we threw them all down onto the floor then filled up at the end, but that could mean that we get wiped with 0 gas in the tank on versus.