Post by beavernator on Jul 8, 2012 1:20:40 GMT -5
I've been playing quite a bit of L4D2 on the PC. I love this game; the only complaints I have is that I think the Hunting rifle could use a slightly faster reload, the pump-action shotguns should have a larger bandoleer, and the SCAR should deal 45 damage instead of 44 to kill in 2/3 shots per burst on expert.
While I was trying to complete the first 5 campaigns on expert I've bumped into quite a few modded servers. Eventually I was invited to join the Steam groups that ran these servers, and was able to access them whenever I wanted since. I found quite a few fun game-types I think should be in L4D3. Mostly core game-types with more players, but they ran smoothly none-the-less.
~~1~~
My favourite mod so far would be this 16-player modded expert server I found.
-Everyone starts with a pistol.
-The game won't spawn ANY items anywhere on the map or in the safe rooms. Sometimes a second pistol will spawn in the safe room before the final stage, but by then everyone has a decent secondary weapon.
-Common & uncommon infected health is somewhere around 250 health instead of 90
-Weapons from Counter-Strike like the MP5, SG553, and Scout sniper were imported into the game somehow. Kudos to whoever did that. The Scout is the same as the hunting rifle, but only has ~24% of its fire rate. It's still viable as a lower-tier primary, though I think lowering their magazine size to 10 would prevent it from outclassing the pump-action shotgun. That is if it ever makes it into L4D3
-Sniper rifles and the magnum pistol kill in one shot against common & uncommon infected, but only deal 90 damage to everything else.
-Special infected have around triple their normal health, deal about double damage, and drop 2 random items on death. If a Charger charges a player and hits them, they die instantly. Items like fire/explosive bullets and laser sights disappear after 2 players use them.
-Witches have 2500 health instead of 1000 health. Crouching down adjacent to her and shooting her with a shotgun multiple times will get you killed; but it does put a huge dent in her health. Burning her and running is the only way to take her out without becoming a martyr.
-It's hard to tell how much health a tank has in this mod; normally a tank on expert has 8000 health. I'm guessing tanks have at least 60 000 health; but they're also more vulnerable to ongoing fire damage. Also they drop 6-8 items on death.
-If a player dies, they drop all their items and spawn later with a pistol. This can be problematic since during the finale some players will purposely hold back the rest of the group to wait on special infected to spawn and farm better weapons there. This can be fixed by spawning the lower-tier primaries to the safe room of the final stage.
~~2~~
There was also a 10v10 versus mod instead of the classic 4v4. Graphical lag was rarely an issue. Survivors get a free laser on their primary gun if they type in '!laser' or '!laseron' into the chat. This was probably added since special infected have triple their normal health.
Special infected who deal enough damage can buy a tank, but an infected team can only spawn 3 tanks per stage. In other variants 2-tanks randomly spawn in with 30000 health
Special infected could also choose who they wanted to spawn as by pressing the middle mouse button. However, your team could only have 2 of each at a time.
~~3~~
There was also another server where the only special infected out there was the tank. Lots of them. I've seen 10 spawned at once; the ground felt like Haiti all over again. To combat this weapons were really buffed. For instance the Magnum had 30 rounds, and the pistol had 70 instead of 15.
When only one tank spawned alone it had special abilities. A few I've seen:
-Fire tank: when it punches it sets a fire under its feet, sort of like a Molotov.
-Spawn tank: it spawns waves of common infected every now and then
-Death tank/Witch tank: kills you in one hit
-Shield tank: Invincible when glowing
-Gravity tank: the closer you are to it the stronger its pull
-Spitter tank: Projectile attack was like a spitter's
-Meteor tank: Projectile attack set the area on fire
-Explosive tank: Projectile attack caused an explosion
-Invisible tank: Stay out of dark places, and hope you can see a really feint shadowy thing coming.
-Jumper tank: Mounts edges really fast, had the movement set of a jockey
Pointing at a tank allowed you to see how much health it had.
~~~
The only problem with L4D's versus mode was how common it was for one team to outplay the other. The losing team got frustrated and rage-quit a lot since they end up being left in the dust by stage 3/5 by a 2000+ point lead. They know their team is inferior, and that it's .impossible to win; so they quit.
How would I fix it? Make it a free-for-all.
As a survivor you get 200 points for making it to the safe room; 2 for every 1% of the way traveled. Survivors get 10 points, plus another 10 for every survivor that makes it with them in the safe room.
As infected you get 1 point for every point of damage dealt to a standing survivor. You get 1 point for every 3 points of damage dealt to an incapacitated survivor.
At the end of every stage teams will be scrambled. At the end of the campaign each player's score and lobby rank will be shown.
Obviously not every body's going to be there for the whole game. I guess you can project the player's score per minute to the net length of the game, but that's a pretty inconsistent method.
I think I've wrote too much, but considering the wide variety of games in this site I think one major post per game would do the trick here instead of multiple ideas spread out. What do you guys think of these mods, or my Versus mode idea?
While I was trying to complete the first 5 campaigns on expert I've bumped into quite a few modded servers. Eventually I was invited to join the Steam groups that ran these servers, and was able to access them whenever I wanted since. I found quite a few fun game-types I think should be in L4D3. Mostly core game-types with more players, but they ran smoothly none-the-less.
~~1~~
My favourite mod so far would be this 16-player modded expert server I found.
-Everyone starts with a pistol.
-The game won't spawn ANY items anywhere on the map or in the safe rooms. Sometimes a second pistol will spawn in the safe room before the final stage, but by then everyone has a decent secondary weapon.
-Common & uncommon infected health is somewhere around 250 health instead of 90
-Weapons from Counter-Strike like the MP5, SG553, and Scout sniper were imported into the game somehow. Kudos to whoever did that. The Scout is the same as the hunting rifle, but only has ~24% of its fire rate. It's still viable as a lower-tier primary, though I think lowering their magazine size to 10 would prevent it from outclassing the pump-action shotgun. That is if it ever makes it into L4D3
-Sniper rifles and the magnum pistol kill in one shot against common & uncommon infected, but only deal 90 damage to everything else.
-Special infected have around triple their normal health, deal about double damage, and drop 2 random items on death. If a Charger charges a player and hits them, they die instantly. Items like fire/explosive bullets and laser sights disappear after 2 players use them.
-Witches have 2500 health instead of 1000 health. Crouching down adjacent to her and shooting her with a shotgun multiple times will get you killed; but it does put a huge dent in her health. Burning her and running is the only way to take her out without becoming a martyr.
-It's hard to tell how much health a tank has in this mod; normally a tank on expert has 8000 health. I'm guessing tanks have at least 60 000 health; but they're also more vulnerable to ongoing fire damage. Also they drop 6-8 items on death.
-If a player dies, they drop all their items and spawn later with a pistol. This can be problematic since during the finale some players will purposely hold back the rest of the group to wait on special infected to spawn and farm better weapons there. This can be fixed by spawning the lower-tier primaries to the safe room of the final stage.
~~2~~
There was also a 10v10 versus mod instead of the classic 4v4. Graphical lag was rarely an issue. Survivors get a free laser on their primary gun if they type in '!laser' or '!laseron' into the chat. This was probably added since special infected have triple their normal health.
Special infected who deal enough damage can buy a tank, but an infected team can only spawn 3 tanks per stage. In other variants 2-tanks randomly spawn in with 30000 health
Special infected could also choose who they wanted to spawn as by pressing the middle mouse button. However, your team could only have 2 of each at a time.
~~3~~
There was also another server where the only special infected out there was the tank. Lots of them. I've seen 10 spawned at once; the ground felt like Haiti all over again. To combat this weapons were really buffed. For instance the Magnum had 30 rounds, and the pistol had 70 instead of 15.
When only one tank spawned alone it had special abilities. A few I've seen:
-Fire tank: when it punches it sets a fire under its feet, sort of like a Molotov.
-Spawn tank: it spawns waves of common infected every now and then
-Death tank/Witch tank: kills you in one hit
-Shield tank: Invincible when glowing
-Gravity tank: the closer you are to it the stronger its pull
-Spitter tank: Projectile attack was like a spitter's
-Meteor tank: Projectile attack set the area on fire
-Explosive tank: Projectile attack caused an explosion
-Invisible tank: Stay out of dark places, and hope you can see a really feint shadowy thing coming.
-Jumper tank: Mounts edges really fast, had the movement set of a jockey
Pointing at a tank allowed you to see how much health it had.
~~~
The only problem with L4D's versus mode was how common it was for one team to outplay the other. The losing team got frustrated and rage-quit a lot since they end up being left in the dust by stage 3/5 by a 2000+ point lead. They know their team is inferior, and that it's .impossible to win; so they quit.
How would I fix it? Make it a free-for-all.
As a survivor you get 200 points for making it to the safe room; 2 for every 1% of the way traveled. Survivors get 10 points, plus another 10 for every survivor that makes it with them in the safe room.
As infected you get 1 point for every point of damage dealt to a standing survivor. You get 1 point for every 3 points of damage dealt to an incapacitated survivor.
At the end of every stage teams will be scrambled. At the end of the campaign each player's score and lobby rank will be shown.
Obviously not every body's going to be there for the whole game. I guess you can project the player's score per minute to the net length of the game, but that's a pretty inconsistent method.
I think I've wrote too much, but considering the wide variety of games in this site I think one major post per game would do the trick here instead of multiple ideas spread out. What do you guys think of these mods, or my Versus mode idea?