Left 4 Dead 2 Catch All

I carried that stupid gnome for miles then it ran off on me. Stupid gnome.

FedoraMcQuaid wrote:

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

I read that too quickly at first as "SWAT Clowns".

Now I want there to be SWAT Clowns.

I have seen mudmen, they are crazy. They crawl around so they are hard to see and hit (and they blend in) and they throw mud in your face...

FedoraMcQuaid wrote:

I have seen mudmen, they are crazy. They crawl around so they are hard to see and hit (and they blend in) and they throw mud in your face...

The construction workers definitely change things up too. They seem completely mundane at first, but then you get mobbed and throw a pipe and the bastards completely ignore it and keep beating on you.

Meh, I found them to be almost as pointless as hazmat zombies.

I think they'll be a bigger deal in versus. Boomer attacks will have a much bigger impact if you can't just throw a pipe and run.

Realism mode is tested out. Highlights for me:

Sprinting past the tank, getting to the saferoom while everyone else got ground up, and using up all the health kits in the room so Fedora wouldn't get one next round.

Trying to make it throw a big field with zero visibility hearing multiple witches, running into one and getting killed instantly then 2 seconds later Fedora running into a different witch and also getting killed instantly.

I had trouble with Hazmat zombies in the burning hotel. Pretty disorienting at first.

Prozac wrote:

Realism mode is tested out. Highlights for me:

Sprinting past the tank, getting to the saferoom while everyone else got ground up, and using up all the health kits in the room so Fedora wouldn't get one next round.

Trying to make it throw a big field with zero visibility hearing multiple witches, running into one and getting killed instantly then 2 seconds later Fedora running into a different witch and also getting killed instantly. :D

And then me being jumped by a jockey who leads me right into another witch.

Cyranix wrote:

unless I happen to be carrying a grenade launcher.

Wrong.

Trust me.

Prozac wrote:

Trying to make it throw a big field with zero visibility hearing multiple witches, running into one and getting killed instantly then 2 seconds later Fedora running into a different witch and also getting killed instantly. :D

Oh you two love birds, you're so freaking adorable.

Thanks for the games tonight, guys! Two things:

1) Crescendo event for Dead Center is EVIL.

2) Chainsaw! I held it!

Mystic Violet wrote:

Thanks for the games tonight, guys! Two things:

1) Crescendo event for Dead Center is EVIL.

2) Chainsaw! I held it! :D

We got crushed to the point it began to seem funny. We'll try again.

Somehow a pitch dark swamp with mudmen is easier than 3 floors worth of malls...

Mystic Violet wrote:

Thanks for the games tonight, guys! Two things:

1) Crescendo event for Dead Center is EVIL.

Not sure if everyone already knows this but it took my brother & I our second attempt before we realized that the gas cans can be THROWN from the 2nd & 3rd floors down without any trouble.

Falchion wrote:
Mystic Violet wrote:

Thanks for the games tonight, guys! Two things:

1) Crescendo event for Dead Center is EVIL.

Not sure if everyone already knows this but it took my brother & I our second attempt before we realized that the gas cans can be THROWN from the 2nd & 3rd floors down without any trouble.

This is what makes single player bearable.

Had great fun in quick blast of realism mode last night. I found the inability to see team mates positions through walls especially hard to get to grips with. I guess it helped highlight the fact I have a terrible habit of repeatedly wandering off alone.

Scavenger mode seems pretty fun. Playing with pubbies varied from the obligitory apalling team play to some fantastic moments. I can see it being great with some well organised teams going against each other.

Pignoli: Good fun last night! Apologies for the silence, my headset crapped out on me just in time for release. Oh the joy!

Yeah, that was a good crack on realism. It's totally brutal though.

I think I need to tone down the way I play a bit, as it keeps getting me killed:) A lot of the stuff that you could get away with in L4D doesn't fly in this and you really have to think about everything you do, much as I love pretending it's Quake and just leaping into the fray.

I was able to play through the first two maps on Coop yesterday, had a blast. I liked the Dead Center Finale a heck of a lot, but wasn't as much of a fan of the Dark Carnival one.

For awhile there I was playing with Laars, Zorfaire, and Psych. Apparently the Jockey's loved me, because all three of them got their "Ride Denied" achievement by saving me. Not only that, but I also got my achievement by saving me. I shot a jockey a couple times with Incendiary ammo, and he died just after he jumped on my back. That was pretty sweet. I am really, really enjoying the explosive and incendiary ammo. I am also a huge fan of the melee weapons, although it seemed like they weren't as popular over all, at least not among the handful of people I played with last night.

Man, I already feel like I'm way behind here. My internet was down much of the weekend until Tuesday evening, then I had a meeting to go to. I didn't get to fire things up until about 9:30 EST. We played Dead Center on Advanced but failed the finale and ran through a couple maps of Hard Rain. Advanced is significantly more challenging than it was in the first game which is good. The commons seem to be able to slow you down even more, and the special infected seem to coordinate far better (spitting on downed survivors, jockey into fire, smokers pulling into hard to reach spots.)

Friendly fire seems to be a lot harder to avoid. I think we'll all have learn to coordinate fields of fire and use the right weapon at the right time. For example the melee weapons are awesome but one big source of friendly fire for us was a melee equipped survivor jumping in front of someone who was shooting. Also, the grenade launcher takes a bit of practice.

OK, got through the first two campaigns last night. Sorry to those of you I turned down; I've been going through co-op with Irish and he had some computer problems, and I didn't want to get too far ahead.

A few things I've noticed, but I'll put the really important thing first.

How to Make a Witch Immortal
1. Get some incendiary ammo.
2. CR0WN her. And not the usual meaning of "crown," where you just kill her before she hits anyone. I'm talking tier 1 style, one shot, one kill kind. In the post-game info I did verify that I'd done 1058 damage to her, which is more than enough to kill her.

Do it right and no amount of ammo of any type, from any gun, will ever kill her. She will slaughter whoever shot her and then run around screaming like a normal witch. Also like a normal witch, while in this stage she'll ignore being attacked a little but will change her targets if you force her to. She'll then kill that person too, because she's still immortal.

Moving on. I don't want to spoil too much so I'll say that the shopping mall (we all knew there was one of those, right?) looks very amateurish. I can believe that a place like that would get looted but other than a distinctly Valve layout, it looks like a fan mod. There's just not enough detail. All of the stores were apparently clothing stores and every last store got totally cleaned out until there was nothing left but mannequins. The mall is such an American institution I'd hoped there'd be a lot more story there. Lots of graffiti, maybe some cute little scenes (like someone crushed under a TV they tried to loot) and some real signs of chaos. I've been to outlet stores that were in the process of shutting down and cleaning out, and all of them were dirtier and messier than that mall.

The finale there is refreshing and unique but it's going to require some of us to learn new tactics. At risk of spoiling, I'll leave it at that.

I don't feel that the weapons are necessarily weaker, as when a shotgun blast to the crotch tears off a leg and leaves part of the pelvis exposed that feels pretty powerful. I do feel like the guns are "gamier," particularly when it comes to reloading. It's no longer quite the tactical choice it once was, especially with combat shotguns (which it seems no longer need to be cocked even if emptied). I do feel like the ammo packs aren't balanced properly. I can't imagine anyone ever taking one over a first aid kit or defib. They seem more like things to take with you if you have a spare slot or otherwise deploy on the spot. I'm glad they aren't infinite since that might be overpowering in stationary events but the fact that they seem to be "one reload per person" makes them borderline useless.

My biggest problem (and only real problem) is that so far the game feels a lot sillier. Less 28 Days Later and more Shaun of the Dead. While that's not necessarily a bad thing, I liked the feel of the first one better, where there was humor but the weight of the situation made most of it quite dark.

So far none of their choices or solutions seem nonsensical even if some are very creative. I'm just not sure anyone would prefer those options over other, more reasonable ones.

One minor spoiler:

Spoiler:

I love how no one knows what to call anything in the first map. Ellis referring to Jockeys as "humpers" is classic. I hate how everyone magically learns what everything's called in the first safe room with no real explanation.

Prozac wrote:

Sprinting past the tank, getting to the saferoom while everyone else got ground up, and using up all the health kits in the room so Fedora wouldn't get one next round.

I've found that this is only funny when it's not happening to you (and maybe once or two when it is). After a while, it goes beyond a playful prank and becomes griefing. While I'm normally in favor of making Fedora's life as frustrating as possible I hope mean old Prozac didn't manage to cross that line.

LobsterMobster wrote:
Spoiler:

I love how no one knows what to call anything in the first map. Ellis referring to Jockeys as "humpers" is classic. I hate how everyone magically learns what everything's called in the first safe room with no real explanation.

Spoiler:

Rochelle also called the Hunters leapers, which I liked. In the upper floors of the hotel there were some flyers and storyboards, looks like the leftovers of a briefing from when they were manning it as an evac station. One of the storyboards had a picture of a boomer labeled boomer. There was some other information about it but I didn't get a chance to read it before someone destroyed it with a fire axe. I wonder if there were more things like that.

imbiginjapan wrote:

Advanced is significantly more challenging than it was in the first game which is good. The commons seem to be able to slow you down even more, and the special infected seem to coordinate far better (spitting on downed survivors, jockey into fire, smokers pulling into hard to reach spots.)

The special infected AI is much improved. I have had multiple smokers spawn at good locations, and we must have been hit with a Charger pin -> Spitter combo half a dozen times.

Did anyone else get a really, really powerful "Heaven Can Wait" vibe from the first 2 stages of Dark Carnival?

LobsterMobster wrote:

I don't want to spoil too much so I'll say that the shopping mall (we all knew there was one of those, right?) looks very amateurish. I can believe that a place like that would get looted but other than a distinctly Valve layout, it looks like a fan mod. There's just not enough detail. All of the stores were apparently clothing stores and every last store got totally cleaned out until there was nothing left but mannequins. The mall is such an American institution I'd hoped there'd be a lot more story there. Lots of graffiti, maybe some cute little scenes (like someone crushed under a TV they tried to loot) and some real signs of chaos. I've been to outlet stores that were in the process of shutting down and cleaning out, and all of them were dirtier and messier than that mall.

I didn't take it in quite as fully (I was more focused on survival) but thinking back, there may not have been as many clear vignettes, which is kind of a shame. However, the one thing that made me chuckle softly was the mannequin that's placed behind a door opening into a room. There's no strategic or story reason to check there; Valve just knows that diligent survivors are going to be looking behind doors for lingering zombies if they've picked up the cautious habit from L4D1, and I'm sure many people will give that particular mannequin a dose of lead purely on instinct.

I keep on hearing a common infected constantly yelling:

"Allll rIIIIIggghht!"

It sounds like he's about to go off on a guitar solo. Really disconcerting.

So we (fedora Prozac Nathaniel grenn) played through all 5 campaigns in a row. Good stuff. A few highlights:

It's not a good idea to use boomer bile on the witch. She gets mad, knocks you down, your teammates kill her, then the horde comes.

I boomer biled the jockey who then jumped on me and walked me into the horde.

Now that I've been through the campaigns, which is like the tutorial for the real game, I'm up for some versus. Anyone ready to make the leap?

IUMogg wrote:

Now that I've been through the campaigns, which is like the tutorial for the real game, I'm up for some versus. Anyone ready to make the leap?

I've only played through 2.5 of the campaigns, but I'd be up for some versus tonight!

IUMogg wrote:

Now that I've been through the campaigns, which is like the tutorial for the real game, I'm up for some versus. Anyone ready to make the leap?

I played one Versus game last night, it was utterly brutal but really fun (despite Prozac and Fedora cheating by having seen the campaign before and having some idea what they were doing.) No one survived to a single safe room. The spitter and the charger give the infected team a lot more options for splitting up a group, so it seems like the only good plan for the Survivors at this point is a mad chaotic dash. I'm sure more strategies will come up later, but they've definitely done a good job of breaking up the old habits.

Versus mode has definitely been shaken up, the new infected combined with the weapons and levels renders most of the tactics from the previous game useless. It's alot more random, you know less about what's going to happen at any given moment. I think it's absolutely brilliant.

I know nobody made it to the safe room last night, but that also happened in Left 4 Dead when it originally came out. Once you got good at countering special infected, people had a chance. I'm sure the same thing will happen here.

Tried some VS last night. Brutaaaaaal stuff. Don't expect to get to the safe room.

The jockey is like the smoker. Nuisance, except for those times he kills you. And like the smoker, if the team splits, one or two chasing the hagridden player, then it can get ugly fast. You really have pay attention to your teammates, and if you get taken down by the smoker/hunter/charger/jockey, you really want to tell your team, ASAP.

Getting behind the survivors with a charger can be a lot of fun. Bowling for survivors. Very satisfying when you send two people flying, see one of them go from green to yellow on impact, and then spend some quality time with the third player. *smashsmashsmash* And watch out for the massive things that block your charge. Like a windblown leaf, a stray kitten or a pebble.

One thing to remember, the range for helping a player up is farther than you might think. As in, no, you don't always have to stand in the acid to help someone up. Oh, and acid+fire+bleeding out hurts. But not for long.

And despite what the PUGs might say, yelling HELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPMEHELPME into your mic isn't the best idea.

Really.

Switchbreak wrote:
IUMogg wrote:

Now that I've been through the campaigns, which is like the tutorial for the real game, I'm up for some versus. Anyone ready to make the leap?

I played one Versus game last night, it was utterly brutal but really fun (despite Prozac and Fedora cheating by having seen the campaign before and having some idea what they were doing.) No one survived to a single safe room. The spitter and the charger give the infected team a lot more options for splitting up a group, so it seems like the only good plan for the Survivors at this point is a mad chaotic dash. I'm sure more strategies will come up later, but they've definitely done a good job of breaking up the old habits.

I'm kind of hoping that the changes serve to keep the pace up in Versus and that we see more team wipes over the long run of the game. The levels seem somewhat longer than L4D1 and as much as I like the gang here, I don't necessarily want to slog through a 3 hour Versus match because teams keep getting to the safe room, especially if one team is doing significantly better than the other. I much prefer my Versus games to be nasty, brutish and short, and if the team does make it to the safe room, they'd better be down two guys and bleeding out.

But as I said before, I've barely gotten through a map and half. I'm hoping co-op doesn't get abandoned too quickly - I've still got a lot of game to see.

PS Not to mention survival, scavenge, realism, expert, etc...

PyromanFO wrote:

Versus mode has definitely been shaken up, the new infected combined with the weapons and levels renders most of the tactics from the previous game useless. It's alot more random, you know less about what's going to happen at any given moment. I think it's absolutely brilliant.

I know nobody made it to the safe room last night, but that also happened in Left 4 Dead when it originally came out. Once you got good at countering special infected, people had a chance. I'm sure the same thing will happen here.

Yeah, between the new weapons, laser sights, Adrenaline, and new ammo, the survivors have had a nice power boost as well. There may need to be some balance tweaks here and there, but overall I think it will be looking good once we learn some tactics to handle the new specials. I have found that with the Charger my instinct is to stand my ground and pour sniper bullets into him. However they take so much punishment--at least on Advanced-- that it's really a much better idea to run for it and take him down after the charge.

Also, though the spitter is absolutely brutal to standing survivors, once they are incapped it doesn't seem to hurt them much at all. If the remaining survivors wait for the acid to disappear they will still have plenty of time to get the survivor up. Actually, downed survivors seem to have a lot of damage reduction in general. In one of our tries with the second finale (on Advanced) I was the last one standing and I had a grenade launcher. When the commons swarmed the downed people I fired a grenade launched at the body to clear them off. The grenade did damage, but much, much less than the zombies were doing to him, totally worth it. It also has the benefit of being hilarious. Shooting a grenade launched at people being ridden by jockeys is also hilarious, and the friendly fire immunity lasts for a second or two after the special infected gets shot off. One time another teammate shot the jockey off while the grenade was in the air and it still didn't damage him.

I know it sounds like I am a terrible person to give the launcher too, but I actually think I was pretty careful with it. Much better than Lobster for instance (not that that is saying much) most of the time I hurt my friends it was on purpose, and with their best interests in mind.

I think part of the deal with that is that the grenade launcher doesn't actually do much damage, it's just the area affect that is great. Near misses on jockeys and chargers require a follow up shot (there were a few times where I even thought I had a direct hit on the charger, have to do more testing) and the tank absorbed several direct hits, due to the reload time I think that any of the other Tier 2s/3s are better at bringing a lot of damage to a single target quickly. In normal though I'm sure the grenade launcher will down any of the specials.

Gaald wrote:

Anyone else getting dumped out of the game every 2 minutes? The game does the fastest crash back to desktop ever, and I can't figure what it might be. Things I have tried.

All settins on medium.
1 core processing.
V-sync off.
New video driver.
Reinstalling game.
Verifying game files (several times) a few times it found 1 or 2 corrupted files.
Deleting client registry.blob (or whatever the hell that file is).

Not sure what else I can do. Nothing makes a difference.

I found a thread on crashing like that after having the same issue. I verified the integrity of the files which found two corrupt files, Steam re-downloaded them. I then had to restart Steam before I could play again. I haven't had any issues since.
There is also a walkthrough of deleting the .vcf files in that thread that worked for other folks.