Left 4 Dead, Infected Improvements? What what you do?

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I have been playing a lot of this game since its release. It's good fun, but the infected team in versus has some annoying bugs in it that I would like to see got round. The ideas are listed in class.

Hunter:

The AI can jump without attacking, the fact that often to get away from survivors the hunter has to charge via crouching then leap away means that they can just be meleed to death to easily. I think this could be countered having the main attack button as leap only, if they are not crouched (ie they cannot attack from a leap, but it's a useful getaway mechanism). The crosshair going red on a target would also mean that the hunter would leap for THAT target without fail. Meaning that pouncing on the target not already on the floor or leaping over a smokered survivor would be possible.

Smoker:

Range improved and maybe a homing tongue would be useful. I.e. if it goes red and locks on the tongue follows the targeted survivor round obstacles as far as the range allows (which DOES need to be longer) and starts dragging them back. The amount of times that I miss despite clicking at the precise second that the tongue goes red makes me very frustrated.

Boomer:

The range of the boomer seems to be very hit and miss. Sometimes it seems to be much longer and hits survivors from a reasonable distance, and others it misses from quite close. This is a bug that needs fixing. I was thinking about improving a boomer's health initially but having thought about it, it doesn't need to be really. Making them be able to sprint would be handy though, just have it that they cannot puke when they sprint and that if they are blown up when sprinting all the biles goes in that direction, (therefore only covering the survivors infront of the boomer). The sprinting speed should be too fast, but an example of when it could help would be in No Mercy Finale when the boomer spawns miles away. It's too easy for survivors to hear them and go after them.

Tank:

It gets stuck in vents and small spaces too easily. A way to counter this could be to both give it the ability to hit multiple survivors in one swipe and to give it the ability to crawl. Also the ability to climb more surfaces. The AI seems to be able to climb up where the human controlled can't and this should be the same for both.

Witch:

Much more health, making her more difficult to kill, but maybe having her less aware. Ie making her sensitive to being set on fire, torchlight or being shot still, but that if you walk silently right behind her, she doesn't move. Despite the extra health, headshots should still work though (to keep the achievement working).

These are just some ideas, any other ideas or thoughts on mine? It would generally make infected more fun to play as and shouldn't affect the balancing of the game too much as far as I can see.
 
The infected should also have machine guns, and portable nukes.

And the survivors should just use harsh language, instead of tier 1 weapons.
 
I have been playing a lot of this game since its release. It's good fun, but the infected team in versus has some annoying bugs in it that I would like to see got round. The ideas are listed in class.

Hunter:

The AI can jump without attacking, the fact that often to get away from survivors the hunter has to charge via crouching then leap away means that they can just be meleed to death to easily. I think this could be countered having the main attack button as leap only, if they are not crouched (ie they cannot attack from a leap, but it's a useful getaway mechanism). The crosshair going red on a target would also mean that the hunter would leap for THAT target without fail. Meaning that pouncing on the target not already on the floor or leaping over a smokered survivor would be possible.

Smoker:

Range improved and maybe a homing tongue would be useful. I.e. if it goes red and locks on the tongue follows the targeted survivor round obstacles as far as the range allows (which DOES need to be longer) and starts dragging them back. The amount of times that I miss despite clicking at the precise second that the tongue goes red makes me very frustrated.

Boomer:

The range of the boomer seems to be very hit and miss. Sometimes it seems to be much longer and hits survivors from a reasonable distance, and others it misses from quite close. This is a bug that needs fixing. I was thinking about improving a boomer's health initially but having thought about it, it doesn't need to be really. Making them be able to sprint would be handy though, just have it that they cannot puke when they sprint and that if they are blown up when sprinting all the biles goes in that direction, (therefore only covering the survivors infront of the boomer). The sprinting speed should be too fast, but an example of when it could help would be in No Mercy Finale when the boomer spawns miles away. It's too easy for survivors to hear them and go after them.

Tank:

It gets stuck in vents and small spaces too easily. A way to counter this could be to both give it the ability to hit multiple survivors in one swipe and to give it the ability to crawl. Also the ability to climb more surfaces. The AI seems to be able to climb up where the human controlled can't and this should be the same for both.

Witch:

Much more health, making her more difficult to kill, but maybe having her less aware. Ie making her sensitive to being set on fire, torchlight or being shot still, but that if you walk silently right behind her, she doesn't move. Despite the extra health, headshots should still work though (to keep the achievement working).

These are just some ideas, any other ideas or thoughts on mine? It would generally make infected more fun to play as and shouldn't affect the balancing of the game too much as far as I can see.

Some good ideas but I feel like it would make things unbalanced. You have to remember, the survivor team is only as good as their weakest member.
 
The stuff about locking on with red crosshairs sounds like consolisation.

Regarding boomer, are you comparing vertical with horizontal puking? If you puke from atop a building then obviously your puke will travel further due to mavity.
 
some good ideas but i think infected are fine as they are. If u have a good set of mates you can rip any team up as infected.


I think you have this totally the wrong way around. A good survivor team will always beat a good infected team.
 
some good ideas but i think infected are fine as they are. If u have a good set of mates you can rip any team up as infected.

A well planned infected attack can end the survivors in and instant.

3 hunters + 1 smoker + well planned out attack = win
2 hunters + 1 boomer + 1 smoker + well planned out attack = win
All infected attack on their own while the others aren't even spawned = lose
 
I think you have this totally the wrong way around. A good survivor team will always beat a good infected team.

It doesn't really matter if survivors are more likely or "more powerful" than Infected - you play as both so it all comes down to how well you do as both.
 
For a very experienced team of players, suvivor is much easier.

However, for a very experienced team of infected, they should be able to keep good pressure even on the best of survivor teams.

It's pretty balanced and they have done well. Regarding the OP, I think the smoker needs a better lockon, because I agree that the crosshair is often red and you click precisley but they still manage to get out or it misses.

Boomers seem hit and miss but it's how you play it. I always aim the crosshair about a human length above the humans I'm aiming at. (I.E - Aim where they would be if they were twice as tall, this seems to help).

Tanks are ok, but to stop the camping in same spot or in vents the multicleave would be an idea as I have suggested before. Also, I think that they should change the tank rules slightly. On the AFK rotation, it should go through all players on the team (not just 2). After that, if somehow, all 4 are afk - they should not get the tank and it should despawn. There are some nasty little exploits this alone would fix :)

Hunters are actually now my favourite class most of the time now (except on poor maps like NM4). It's about patience/aiming/skill with the class. Often you can pounce the one who is "down" accidentally, but in all reality all you need to do is attack from another angle and it works fine. Just think before you pounce :)

The witch doesn't appear often, but maybe a bit more health and less detectability would help. At the moment there are bugs where if a boomer explodes next to her - the person who blew the boomer up gets attacked. That needs to be fixed as unless a bullet touches the witch, she should remain as she was.
 
For a very experienced team of players, suvivor is much easier.

However, for a very experienced team of infected, they should be able to keep good pressure even on the best of survivor teams.

It's pretty balanced and they have done well. Regarding the OP, I think the smoker needs a better lockon, because I agree that the crosshair is often red and you click precisley but they still manage to get out or it misses.

Boomers seem hit and miss but it's how you play it. I always aim the crosshair about a human length above the humans I'm aiming at. (I.E - Aim where they would be if they were twice as tall, this seems to help).

Tanks are ok, but to stop the camping in same spot or in vents the multicleave would be an idea as I have suggested before. Also, I think that they should change the tank rules slightly. On the AFK rotation, it should go through all players on the team (not just 2). After that, if somehow, all 4 are afk - they should not get the tank and it should despawn. There are some nasty little exploits this alone would fix :)

Hunters are actually now my favourite class most of the time now (except on poor maps like NM4). It's about patience/aiming/skill with the class. Often you can pounce the one who is "down" accidentally, but in all reality all you need to do is attack from another angle and it works fine. Just think before you pounce :)

The witch doesn't appear often, but maybe a bit more health and less detectability would help. At the moment there are bugs where if a boomer explodes next to her - the person who blew the boomer up gets attacked. That needs to be fixed as unless a bullet touches the witch, she should remain as she was.

"the person who blew the boomer up gets attacked" This seems fine to me - it might be not realistic but it shows that you shouldn't blow up boomers stupidly :p If they made the witch a bit less aware so that you could get to the boomer and melee it away without waking her, that would be enough to fix this I'd think.
 
I'd like to see the lockons work better for Smoker and Hunter. They both seem to have got worse since the game came out.
The tank needs to be more usefull in large open areas - I think he should have a momentum based movement speed that gets higher the longer you are running - this would stop it being overpowered in small areas and make it usefull when you spawn the other side of a large open area to find you can't actually catch the survivors.
Hunters need to be more resistant to melee imo - at the moment they get knocked once and are disorientated for a second. It's frustrating at the moment. I think there should always be insta pounce damage too. With a team that stick together constantly meleeing there is nothing you can really do as any infected other than the tank.

Oh and boomer vile should be flamable. :D
 
there should be an added point scoring,medals ,badges, trophys,even rank for vs play...once you have all the stock achievements i dont see the point in playing it....this game needs to be like bf2....takes along time to achieve ranks medals etc instead of like a few weeks
 
The infected work very well when played as an organised team. Some personal changes I would like to see though just to spice things up abit:

Boomer - make him not so damn noisy. Experienced players can often tell where one is just from the noise and shoot it accordingly. I also think the boomer should be able to detonate itself instead of waiting for it to be shot or pushed away.

Hunter - This is more of a fix i think, but the pounce priority should be for survivors still standing, not ones down on the ground. I definately agree with that. I also think the hunter should be able to scale walls fullstop. Not just where there is a yellow marker. This would probably break map design though.

Smoker - Mildly homing tongue would be good, but otherwise I think this class does ok.

Tank - Moves too slow. Considering the open areas you sometimes get one it's more or less a waste of time. All you can try to do is chuck rocks, avoid getting napalmed and hope one of the survivors makes a mistake. When a Tank is activated, it should be discreet, i.e. no warning for survivors until they can hear it. *edit* I would also like the tank to be able to jump just a smidge higher.

Witch - should be playable! I also think she should be baitable by infected and although she might kill you, she will go on a rampage and attack anyone else including other infected. She should be something of a wildcard.
 
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I think you have this totally the wrong way around. A good survivor team will always beat a good infected team.

A good survivor team SHOULD always beat a good infected team.

The infected are NOT supposed to win, and never have been, merely make the enemy score less than them.

In practice, a good/lucky infected team can certainly win, but they are weak and vulnerable for a reason.
 
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Only real problem I have is the cool down on Boomers attack, it's easier to run in and die doing as much damage as possible rather than tactically using the Boomer.
 
Tank - Moves too slow. Considering the open areas you sometimes get one it's more or less a waste of time. All you can try to do is chuck rocks, avoid getting napalmed and hope one of the survivors makes a mistake. When a Tank is activated, it should be discreet, i.e. no warning for survivors until they can hear it. *edit* I would also like the tank to be able to jump just a smidge higher.

Good way to counter this would be a "wild charge" attack (with slow reload) that gave you the ability to sprint (head down charge) in one direction (no direction change) for a couple of seconds or so - any survivor in your path gets throw to one side similiar to a swipe.
 
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