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Gamespy wrote:It sounds like such a small thing, but the addition of a level-specific common infected, referred to as "common-uncommons" internally, completely alters the way a level like Swamp or Parish plays. In Swamp the level-specific zombies are mud men: zombies who run on all fours incredibly quickly, making them hard to detect, and especially so when they're in a couple feet of water. This resulted in our team having to be hyper-vigilant when wandering through the bayou, watching the water the way that Han Solo and company did when facing the Dianoga in the Death Star trash compactor. During the not-so-quiet moments, like when we were trying to protect a teammate who'd been covered in Boomer bile, these little zombies could come out of nowhere, providing ample distraction for other infected to close the gaps on our defensive positions. The Parish campaign also featured a level-specific zombie in the form of biohazard suit infected, whose invulnerability to fire created some tough situations when we were relying on molotovs to provide safety.
Beyond the common infected and hero infected from the original L4D, the time I spend with L4D2 also allowed me to check out the effects of the newly revealed Spitter infected. The Spitter -- whose graphic was still being worked on when I played -- can lob a ranged attack into a group of survivors, creating an area where survivors take damage so long as they are within it. No, the Spitter's shot won't do a ton of damage all at once, but it can hurt you badly after a few seconds spent in its area of effect, and can easily make a team panic and split up when it hits in the middle of a fight. Imagine you're in a room with your team and a Spitter lobs the shot through the window, forcing your team to abandon the position. Now imagine that as you all abandon this spot that some of you split off from one another -- perhaps exiting out of the room from two different sides -- leaving yourself open to attack. I'm sure you get the idea of how this can be bad for a team and potentially rewarding in multiplayer.
Better not be in versus :Smelee without melee fatigue
Psychotic wrote:What's wrong with katanas? CHOPPING OFF ZOMBIES FACE.
James wrote:GOD DAMN LIGHTEN UP JESUS OHHHHH WHA THE
James wrote:I see no irony everyone is dumb, moans, bitches and takes things too seriously. Then they try and say it to me.
Psychotic wrote:James wrote:I see no irony everyone is dumb, moans, bitches and takes things too seriously. Then they try and say it to me.
Still see no irony? No contradiction? No hypocrisy at all?
Bah, whatever. Are they adding ANY other melee weapons apart from katanas (and knives, I assume) to L4D2?
James wrote:Psychotic wrote:James wrote:I see no irony everyone is dumb, moans, bitches and takes things too seriously. Then they try and say it to me.
Still see no irony? No contradiction? No hypocrisy at all?
Bah, whatever. Are they adding ANY other melee weapons apart from katanas (and knives, I assume) to L4D2?
1 sentence is not hypocrisy at all and I fail to find hypocrisy in those posts because they both hate furries and I still hate furries so I don't see the irony.
Yes of course, police fireaxes, chainsaws and cricket bats which are a lot more common than a katana.
James wrote:I see no irony everyone is dumb, moans, bitches and takes things too seriously.
Then they try and say it to me.
Yes of course, police fireaxes, chainsaws and cricket bats which are a lot more common than a katana.
cricket bats
Tantalus wrote:It's hypocrisy, it's injustice!