Left 4 Dead 2 Catch All

I was able to play through Dead Center this morning before work on single player. The only glaring issue was the AI was not improved to handle the gauntlet events and the AI also runs right into spitter goo if it's between you and them, even if there's plenty of open space around to avoid it.

I was also grabbed by a jockey at one point with all 3 bots right next to me, they didn't shoot the jockey off for a long while which drained my health from nearly full to nearly incapped. It must be a bug or something because they didn't even shoot the jockey until more common infected showed up, instead they followed me as the jockey led me around.

Some notes about Dead Center that may be spoilerific:

Spoiler:

Collecting the coke to get the guy to blow up the barrier was well done. While collecting soda for a guy is kind of silly, the level design in that area is top notch.

Speaking of, the level design was very good. In the mall I felt like there were more open places to see that I didn't go but I think most of that is an illusion. There really isn't more than two ways to go at any time.

The finale was excellent! I really like the large layout of the finale area and the need to hunt down fuel cans really opens opportunities for infected to jump in. I noticed there were several places to hide around the gas can placement. I wonder if the gas cans will be in the same spot all the time?

I was only able to make it through the first campaign (Dead Center) last night. Thanks to Elycion, Fuzzybunny and 13th for the fun (and sorry to make you pull my butt out of the fire so often).

Speaking of fire – Elycion and I certainly agreed that the new fire and smoke effects look great! I also quite enjoyed the interesting route-finding you sometimes have to do, actually using fairly logical solutions to get by some obstacles.

For those who are interested- “and furthermore:”

Spoiler:

So tired.

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Oh man

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What possessed me to think it was a good idea to try and get by on 1.5 hours of sleep today.

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Just finished my first of 3 pre-purchased “Starbucks doubleshot” canned drinks of mocha-coffee drink with extra guarana, ginseng and vitamin B.

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I still need to put in a good 4-6 hours of playing tonight, but 7:30 am meeting on Wednesday, where I will be asked for meaningful input!

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Oh keyboard – you never looked so comfortable before…….

3q90tq vgji’ al

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

mrwynd wrote:
Spoiler:

I wonder if the gas cans will be in the same spot all the time?

Spoiler:

They seemed to, don't remember them being in different places the three times we did that event last night. Watched a few burn when a badly thrown molotov lit up the area they were in, and after a while they respawned back in the same starting locations.

Game decrypted fine, after a few restarts of Steam. Got the Failed Install (2) error, but a glance at the Steam forums had me digging into the directories to run the L4D2.exe, which worked properly.

Ended up just running (most) of the first campaign, Dead Center, with a PuG team on Advance. Was a pleasant change from L4D, between the changes from 1 to 2, and the Advanced difficulty settings, it was a challenge. Once I've played through it once or twice, with an average GWJer team I don't think it will be much of a challenge for long.

The weapons feel.... wrong. The new shotguns don't seem as effective or accurate as the versions carried over from L4D. The M79 has an annoying delay after the round lands, and daaaaamn I hate the basic pistol now, it feels like a supersoaker. The magnum, on the other hand, feels just right. The difference between the two pistols is enough to make me think I'm just going to ignore the melee weapons, being incapacitated with that peashooter was just too annoying. The three round burst on that new assault rifle is annoying, too, it either overkills (wasting rounds) or fails to kill. I'm used to (and happy to) control my fire, sending one round at a time out of the M16, so I feel like I'm wasting ammo a lot with that 3 round burst.

Right now, at least on Advanced, the normal infected are a threat. I kept snapping a pistol shot off at one of them, and then having to turn back to fire again because I blew just an arm off but didn't stop the zombie. The shotguns seemed to do that a lot, too. Ablative undead, whee. Fortunately, I normally aim for center mass or for the legs, so its just an nuisance.

The jockey is my new favorite SI kill. Creepy little bastage is soooo annoying.

And man that witch is even more of a bother. She doesn't always cry. I knew she was in the area, and still ran around a corner, shotgunned a normal infected that was standing in front of her, and then tried to shoot her because I didn't realize it was her. She was standing there with her hands over her face, not making a sound. Fun stuff.

Overall, I like the changes, like the variety of weapons and gear, and think that L4D2 is a solid improvement over the original. I haven't tried any of the other modes yet, not even Versus. Should be interesting.

LtWarhound wrote:
mrwynd wrote:
Spoiler:

I wonder if the gas cans will be in the same spot all the time?

Spoiler:

They seemed to, don't remember them being in different places the three times we did that event last night. Watched a few burn when a badly thrown molotov lit up the area they were in, and after a while they respawned back in the same starting locations.

Spoiler:

Pro tip: When they're white they won't ignite. When they're yellow, they'll burn... fellow.

LtWarhound wrote:

The weapons feel.... wrong. The new shotguns don't seem as effective or accurate as the versions carried over from L4D. The M79 has an annoying delay after the round lands, and daaaaamn I hate the basic pistol now, it feels like a supersoaker. The magnum, on the other hand, feels just right. The difference between the two pistols is enough to make me think I'm just going to ignore the melee weapons, being incapacitated with that peashooter was just too annoying. The three round burst on that new assault rifle is annoying, too, it either overkills (wasting rounds) or fails to kill. I'm used to (and happy to) control my fire, sending one round at a time out of the M16, so I feel like I'm wasting ammo a lot with that 3 round burst.

I have to agree that the weapons don't feel powerful like they did in the first game - the pistol especially bothers me as it feels extremely weak. Having played 3 out the 5 campaigns and a few versus matches, I'm feeling the game seems slightly tougher than usual, anyone of the 3 new infected can really change up the game - especially the spitter but this is not a bad thing as it forces the whole team to work together and deter's camping or even trying to rush the maps. I played a versus match on "Hard Rain" and have to say I'm impressed by the atmosphere..

Spoiler:

the huge storm that approaches towards the last few maps definitely ramps up the tension and desperation of the whole situation.

This definitely feels like a sequel and I'm loving it

I started decrypted before I left 4 work.

Seriously, guys? 97 new posts since I went to bed last night. Sheesh!

My f*cking power went out last night just before 9:00 pm.

North Aberdeen, Wishkah, Arnold Hill, East Aberdeen areas: Outage is impacting approximately 1886 customers. The outage occurred just before 9pm. There are a large number of power lines down in the area. The PUD will be patrolling a transmission line serving the area that runs cross-country this morning after daylight to inspect the line for damage. No estimated time yet for restoration of power.

GIT OUT THAR AND FIX IT BITCHES

Why do you mock me, O Lord?!?

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

The katana is awesome. I had a smile permanently etched on my face while I decapitated commons two or three at a time.

Podunk wrote:

My f*cking power went out last night just before 9:00 pm.

North Aberdeen, Wishkah, Arnold Hill, East Aberdeen areas: Outage is impacting approximately 1886 customers. The outage occurred just before 9pm. There are a large number of power lines down in the area. The PUD will be patrolling a transmission line serving the area that runs cross-country this morning after daylight to inspect the line for damage. No estimated time yet for restoration of power.

GIT OUT THAR AND FIX IT BITCHES

Why do you mock me, O Lord?!?

It's still out?

stupidhaiku wrote:

The witch apparently doesn't mind the grenade launcher at all. We had someone shoot her with it last night, and I immediately opened fire only for her to come running after me.

I was just about to post that. To be fair, I did come right over to finish it off with the fire axe.

casktapper wrote:
stupidhaiku wrote:

The witch apparently doesn't mind the grenade launcher at all. We had someone shoot her with it last night, and I immediately opened fire only for her to come running after me.

I was just about to post that. To be fair, I did come right over to finish it off with the fire axe.

I took her out with two grenade launcher shots on normal last night. You need to be far away, though, because that reload takes about an hour.

Even though I haven't bought it yet, can I bitch about the delay?

Dang connection went to hell right as I start playing of course, leaving me to play with around 600 ping. I eventually quit around DC3.

After I played through the Dev commentary mode, for Parish (only Parish). I was a little disappointed (not in the map) in the commentary, in L4D and other Valve games with the commentary there seemed to be a lot more and a lot more interesting info. the nodes in this were few and somewhat bland.... some interesting stuff though.

Kerplunk wrote:

The katana is awesome. I had a smile permanently etched on my face while I decapitated commons two or three at a time.

I like the fire axe a little more. Hot stuff comin through.

It does seem harder than the first one. When I was playing last night, I noticed that we couldn't stand around in one area, or we would start to get swamped.

Quintin_Stone wrote:

It's still out?

It came back around 1 pm yesterday, and then went out again when 70 mph winds from the next storm hit yesterday night. It's still out as of this morning, and PUD crews are apparently going to have to take to the hills to patrol a cross-country transmission line in order to get the area powered up again. Stupid living out in the middle of nowhere.

At least we've got power here at the office, so me and ragin' will be able get in a round of L4D2 over the LAN at lunch time.

Could it be that commons are just tougher? Maybe in the first game there was some kind of logic where if you did any dismemberment that zombie was dead, and in this one it takes the same amount of damage to cut off a limb but doesn't necessarily kill them?

LobsterMobster wrote:

Could it be that commons are just tougher? Maybe in the first game there was some kind of logic where if you did any dismemberment that zombie was dead, and in this one it takes the same amount of damage to cut off a limb but doesn't necessarily kill them?

I think Lobster has the right of it. The original was pretty simple in terms of killing infected, but now with the increased possible dismemberments of the common infected, people can shoot limbs off and still have them come after the survivors, though I've found that sometimes removing a limb kills them off anyway.

Got back from my out-of-town gig Sunday and have been slowly working through the Windows 7 upgrade steps on my home desktop while reacquainting myself to an apartment with another person in it, "I'll be right there honey." Hoping to have L4D2 up by this evening and I look forward to covering you all in bile/spit.

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

I only played on Advanced difficulty last night, and most of the Versus in L4D was on Normal, but what I recall from last night is that:

* disarming a zombie didn't kill it, normally

* blowing a leg off did kill it, reliably

* center mass hits didn't reliably kill with one normal pistol shot

Its not just the 'ablative' nature of the new game, though. Incapacitated, I was having to fire several (2 to 4) shots centermass to kill a normal, with the default pistol. L4D, it never took that much, commonly one pistol shot = one dead normal. L4D2, one magnum shot (hitting anywhere) = one dead normal.

Again, it was probably due to playing on Advanced difficulty, whereas L4D I almost never did co-op campaigns, so I almost always played on Normal difficulty. Anyone that played on normal last night care to comment? The L4D2 demo, I didn't seem to have the same problem, dual normal pistols rapidfired mowed down rushing mobs of normals just like it does in L4D.

I am liking careful aim being rewarded, I've been playing a lot of Killing Floor, where even with the slower zombies careful aim makes a huge difference. Rewards skill, rather than spray&pray&oops sorry about the friendly fire!

I don't think that L4D zombies went down in just 1 shot, at least not reliably. When I am using a pistol I generally double tap the zombies to down them. If I have two pistols then I triple tap the zombies just to be sure.

LtWarhound wrote:

Again, it was probably due to playing on Advanced difficulty, whereas L4D I almost never did co-op campaigns, so I almost always played on Normal difficulty.

Normal felt pretty much the same to me as L4D1 normal, as far as pistols vs. commons goes. Advanced and Expert I'm pretty sure required headshots from the pistol to one-hit a zombie, even in the first game. The zombies that keep coming after you blow an arm off definitely freaked me out the first few times it happened, since L4D1 drilled the training into my head that dismemberment = dead ghoul.

It could be that they weakened the normal pistols to make the magnum more tempting. After all, why use a single magnum when 90% of the time the doubles are twice as good?

LobsterMobster wrote:

I found where the awesome 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!

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.

LobsterMobster wrote:

It could be that they weakened the normal pistols to make the magnum more tempting. After all, why use a single magnum when 90% of the time the doubles are twice as good?

It probably has a lot to do with the fact that we're all used to playing vs. as well, which is always normal difficulty.

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.

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