What ever happened to Crash Course? Not much has been said about it, which surprises me. It's one of my favorite campaigns in Left For Dead 2 and it always seems to go ignored. Anyone else have good experiences with it?
Post by beavernator on Mar 28, 2013 20:31:41 GMT -5
I'm not a big fan of cold-stream. The streams themselves are pretty wide and open for special infected to pick on survivors at from any angle; it becomes a matter of acceptable losses. There's nowhere to take cover, and that becomes particularly problematic on expert in the final stretch where the infected have the high ground and both flanks.
Post by beavernator on Mar 30, 2013 16:53:30 GMT -5
Also while we're on the topic of Left 4 Dead 2 they got their own workshop now; here's what I recommend:
Helms Deep rebuttal is a popular survival map based around the siege of Helm's Deep in Lord of the Rings: the Two Towers. You have to survive 30 minutes, and every few minutes the ammo pile in each section disappears as an incentive to continue retreating into the building. I've never actually survived the whole 30 minutes because my team-mates are generally crap at the game.
Deathcraft II. Seananners played this campaign on his channel; this is a very nice-looking mod. However on a functional level it's garbage because you'll be going through a lot of tight corridors and will probably take more friendly fire than zombies hits. Also the gun models have been reskinned to look like something out of minecraft; it's a nice touch at first but then you realize the darn thing takes up more of your screen than the original model.
Nacht Der Untoten. The first zombie map from Call of Duty was remade in the Source Engine as a survival map, and it's surprisingly not that bad. You don't accumulate points, rather you can open the next area after surviving long enough. Weapons on the wall randomly spawn each run-through and the main area will have tier-1 primary weapons spawning on their walls. This map is heavily focused on CQC, so AKs or shotguns are your best bet; that got me past the 20-minute mark with bots easy. The mystery box is there, but you don't really need it unless you can't find the weapon you want. Also don't get Verruckt or Nuketown; they're not very good.
"Santa Can I go Out and Kill Tonight" is another survival map that I think would be worth checking out. It's a very nice long-range map; just don't camp out inside the cabin. The PGS1 and M16 are now your best friends, and I would recommend sitting outside by the ammo pile/radio/giant blood stain area where the infected have to run at least 100 meters to get at you. I got 20 minutes doing that with bots... couldn't even make it 5 minutes with 4 other humans playing.
Post by beavernator on Apr 4, 2013 22:55:46 GMT -5
Also if Left 4 Dead 3 was ever in development here's what I predict will happen:
TWEAKING WEAPON BALANCE The equipment/weapon pool from L4D2 will not be changed with many additions. If it was I'd imagine this is what will go down: -The hunting Rifle now holds 18/20 bullets per magazine -The AK47's minimum spread might be widened, and its bandolier scaled down to 240 -The M16's bandolier will increase to hold 450 rounds -The SCAR now deals 45 damage so it can be a 2-hit-kill on clowns/police/construction workers/mudmen/HAZMAT guys and common infected on Expert. That, OR because it's a long range rifle it can have a zoom feature similar to the SG rifle from CounterStrike. -Tier-2 shotgun bandoliers can increase to 110 instead of 90. -Tier 1 shotgun bandoliers can increase from 56 to 72. -SMG ammo cap changed to 550. -I got this idea from a modded lobby, I should be able to use my melee weapon when I'm incapped. I also think it would be neat if survivors can crawl when incapped, but bleed out 5 HP at a time to compensate.
New Weapon Predictions
-A bolt-action sniper rifle will serve as a tier-1 weapon, perhaps the Scout from CounterStrike -A new shotgun (the USAS is a good fit) that has a stick mag could be implemented. It can hold 12/108 rounds, deal 25x10 damage, and can have a slightly stunted fire rate compared to the 200 RPM the other shotguns have. -The new sniper rifle can be the M14 EBR. It will hold 20 rounds (and an extra 160), has the wide hipfire spread of the PSG1 sniper rifle, deals the same damage as the other 2 sniper rifles, but has a higher rate of fire compared to the other rifles.
-I liked the M60 and chainsaw as temporary power weapons. I would recommend adding: the AA12 (20:60 starting ammo, 75x8 damage, 300 RPM versus the other shotguns' 200RPM) and maybe a large-calibre Revolver (6:30 starting ammo, 350 damage so it can tear down most special infected in one hit, 240 RPM like a normal sniper rifle with very high kick, moderate maximum hipfire spread) to make things interesting. Some modded servers brought in a 20-round bolt-action sniper rifle (the AWP) to be used as a high-damage power weapon, and that worked out pretty well too.
New Equipment Predictions
-For new throwables some sort of satchel charge (similar to the C4 from CoD) can come in handy for instantly lopping off a lot of health from tanks and witches. Moreso it can cover a chokepoint and explode like a propane tank on detonation. -To contend with the Health kit/Defib/Special Ammo slot I would recommend some sort of deployable health kit. Survivors can deploy it as they would a box of explosive ammo, and then just pick it up to buff their hitpoints. Alongside the laser sight, an extended mags upgrade to buff every weapons' magazine size by ~40% would be nice. -To compete with the pills/adrenaline slot I have a few ideas of what can go down (A) Something that slowly gives the survivor 1 health per 2 seconds for 20 HP total over time; can also grant damage resistance. (B) A one-use item that automatically allows a survivor to revive himself when incapacitated. (C) Something that gives the effects of adrenaline without the extra hitpoints, speeds up reloads, but lasts until the survivor is hit. (D) Something that amplifies hearing; within a certain range survivors with this effect can pretty much wallhack any infected out there (C & D can be combined into the same item). (E) Something that immediately turns temporary hitpoints into permanent hitpoints; can also be used to bring a survivor out of 'black and white mode'
SPECIAL INFECTED There's literally hundreds of Special Infected that can sync well with the original 7 PC specials. Here's a few that might work.
Hornet - Fires a ballistic projectile that sinks into survivors, causing them to slowly drain HP until they are under any healing effect OR are shoved by another survivor to "remove the stinger". Trapper - Spits out one glowing ball of gunk that deals damage and slows movement/turning speed if a survivor gets too close. The trapper loses some of his health every time he lobs out a trap, but can gain it back if he melees a survivor. If he attempts to lob out a second trap the first one will detonate. Gargoyle - Can climb walls and ceilings, slowly regenerates health, can only climb when he's at full health, can't pin down survivors but can shove them, can't be shoved, has higher melee damage. Thief - Can pickpocket downed, or pinned survivors of items to run away with. They will go up to the survivor, press 2-5 to decide with slot to steal from, and after that just run away to drop the item off to drop off a location unreachable by the survivors. When killed he'll drop whatever item it stole. Infernal - Healed by fire and has a lot of HP. Every time he pins a survivor he can form a small ring of fire around the area after dealing a certain amount of damage. Visceral - Can let go of pinned survivors at any time. The more damage he deals to a survivor the more healing he can provide to other special infected. Having a special infected medic could be an interesting dynamic in versus mode. Grappler - Has 4 arms. When he has a survivor pinned and incapacitated he can slowly drag that survivor behind him with 2 of his arms and pin a second survivor.
I'm kind of hoping if another Left 4 Dead comes out that is does something radical, rather than be a rehash sort of like Left 4 Dead was to Left 4 Dead 2. Don't get me wrong, Left 4 Dead 2 is way better than Left 4 Dead 1, but I don't think having it too CoDy developmentally would be good. Remember that big protest about Left 4 Dead 2?
I know. Valve will never release a game unless they have at least one massive game-changing element to it. While I have no clue what Left 4 Dead 3 will do to outright innovate the game(if it ever comes out) I have a few ideas where they can start.
But yes, L4D2 is certainly an evolution of L4D over a revolution. I'd argue that's the whole point behind a sequel, and we can't have a CoD4 type of change every time. A lot of playstyles were introduced by all the new equipment. I like how the new special infected were able to counter heavily stationary setups. i like how the final stage isn't always 'hold out for 10 minutes' sort of deal, though not everyone may be on board with that idea. Special weapons, uncommon infected, and Special enemies (Jimmy Gibbs, infected survivors) were all pretty interesting concepts that I wouldn't mind seeing more of. I like mutation (Hard Eight is awesome) and more multiplayer modes that could use expanding on, but you have a point. Valve games are all about revolutionary titles over evolutionary ones, and their target audience should not be accepting the latter.
Until then... I guess the mod community is keeping this game's population up and running. 10v10 versus is pretty fun.
Post by beavernator on May 13, 2013 16:57:00 GMT -5
Here's a few mutations I made up on the fly that might work: Co-op -The melee-only mutation chould be modded so that all the survivors can throw out as many molotovs as they want (with a cool-down timer so that they each only have 1 molotov active at a a time) Co-op - Grenade launchers/melee only would make for a hilarious mutation. Co-op/Solo - No special infected besides tanks, and all of the infected have 3 times their normal health. Co-op/Versus - Only one kind of tier-2 weapon will spawn throughout the entire match... pray it's not the hunting rifle. Co-op/Versus -No primary weapons, but more equipment will spawn. Co-op/Versus -All of your health is temporary, there are no health kits, and you can gain bits of it back by killing more infected. Co-op -Survivors swap to another random primary weapon every time you burn through a whole clip of ammo.