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Left 4 Dead I and II: New VS/Survival DLC announced
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If they add a new difficulty that goes between adv and exp, then all will be alright.
also, change is good- new si are good, new weapons are good, but changing fundamental things like damage seems like an arbitrary insult to those of us who want to push ourselves to beat their games on the hardest settings allowed. Sure, we could edit the numbers but it wouldn't be the same.
edit: I wouldn't mind having rare medikit drops in expert. It'd be a better alternative to 'you're better off dying and respawning than finishing with that much hp' situations.
You're saying you want to push yourself to beat the games on the hardest settings, but you're also complaining that it looks like expert is going to be too hard?
I was never complaining. I was stating that the odds seemed impossible. Which is a tempting thing to me. The seeming impossibility makes me want to try it and figure out how to own it.
I do still get freaked out in rare encounters with the tank. I think it's when we're in enclosed spaces with limited movement/narrow halls because we cannot necessarily try and trick the tank as easily. That and I really think it'd make for an awesome game if the Tank wasn't so loud and could also spawn behind you.
holy shit yes
If they have a fatigue on regular melee there sure as hell should be one on the weapons.
And you have to give up your pistol.
The outside section of Mercy Hospital in part 3 should be like converting a mansion to open plan the fun way.
it's awesome, because until you get a tank there you can consider that glass unbreakable, and then the tank comes along and OH SHIT
Awesome. I love tank and infected only smashable stuff. You think you're all safe and then BLAM zombies up the butt. Especially when you choose one as a safe camping spot.
Have you considered Tank-smashable floors? Is that even possible? I'm struck by some awesome ideas where it could be implemented. Imagine the cubicle maze part of DA 2. The tank music plays and the survivors start to spread out a bit. The tank runs after Lewis who yells "TAAAAAANK!" right as the floor is punched out below him. Now Lewis has to run back up, or everyone else jump down to stay grouped up.
Kind of but not really... From most of the messing around I've done with breakable walls, you can place them in the floors and ceilings. However, they work with vertical walls because you've taught the AI they can go through them, and when they get to it they punch it until it breaks away. When you try this with holes in the floor/ceiling, they don't often hit it. You'd think they'd kick down and break it, but for the most part they run around in circles. Basically, the AI has problems understanding how to break through the floor.
There are other triggers you can use other than damage to break the wall, such as on touch or with pressure, or after being triggered, but they don't often seem to work well either.
I'll go mess around with it again though, and see if I can get a version working.
For the purposes of a tank, it almost works. I was able to get AI tank that spawned on the floor above to punch down and drop down to their floor. He is also able to climb up a hole the height of the ceiling. Unfortunately, an AI tank doesn't do it reliably. It presents more problems in versus. A breakable wall can be walked through by ghost players, so while in spawn mode as special infected, you fall through a hole you didn't know was there and are forced to run back around. Similarly, a player run tank can't (as far as I can tell) climb up the massive height an AI tank could, so a player might be able to punch a hole in the ceiling, but he couldn't get up it. And all of these implementation assumed the director would choose to spawn and activate a tank on a separate floor than the survivors, which is rare.
So to wrap it up, in the first given example of a tank in the cubicle maze punching out the floor below the survivor, you'd have to have a lot of them to be effective (otherwise as a tank you'd just go punch the player), which would make a maze of holes for other ghost players. AI tanks on the same level wouldn't even bother with hitting the floor, and in most cases it wouldn't even be that effective in versus. If you as a tank fell in the hole you made, you'd be separated from the players you were trying to hunt. For the interesting idea of a tank busting through either the floor or the ceiling, both depend on the rare instance of the director activating a tank on a completely different floor.
Since common infected no longer spawn when tanks appear, outside of boomer vomit and crescendo events, a tank spawning behind the survivors would mean they can just run forward through the level.
"who the fuck are Iron Maiden" my ass
I really wish the SDK had come out sooner. We would have way more custom maps and a handful of them would probably have been truly amazing. Hopefully Left 4 Dead 2 sees a bunch of awesome community made stuff.
Lagnar, Veitsev, Rak and myself just played a game with some randoms who were pretty bad. On BH 3 they had THREE (3) tank spawns and a witch and they still didn't kill one of us. They died to the first tank near the log, and the log wasn't even used.
They started accusing us of hax (which wasn't entirely false, see above tank spawns) but they left when I showed them hax (which consisted of them having four tanks on the next level.
You just can't make some people happy.
I can't believe i had to pass on that
The other couple of PA regs didn't stay very long.
Honestly, I can't remember the last time I played a completely standard L4D game. It's been maybe a month and I remember it was a co-op on a random server, and a drunk JonXP was there. The last fully legit one before that... I don't even know where to start.
By the way, LF3 for my "Play Through L4D2 on Launch" party.
and of course the stomp apres campaign.
Witch trees in the skybox are quite the amazing sight, as is the game show "dodge that minigun!"
Still waiting on the video from MrDelish of that...