***Official Left 4 Dead 2 Thread***

where as you were total gentle men who played on while they only had 3 :/

Yeah as Kearney said, we waited, tried chatting with them to pass the time and even offered to dive into our own friends list to get them a player.

They point blank refused each time and were quite abrupt and not really responsive to being civil/friendly/respectful.

It was either play on with 3 until their guy game, wait 15 minutes doing nothing , give up and stop playing or proceed by their instruction to game on.


Oh and each time we schooled them they did have 4 people. Was a reasonably small proportion of the overall game they only had 3. Like 1 map maybe.
 
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1. Jesus christ man! That's insane! Boomer can puke while running is going to be a PITA!

2. I think the spitter recharge is long enough though, doesn't need changing really as it's pretty much all it can do! Everything else is going to be mental!

3. Good times though! I have found with the 3 VS games I've played so far that against fellow OcUK'ers it was a tight match and survivors died mostly anyway (L4D2 VS being harder).

4. In the Team VS games I've found it a little easy overall, where changes like that would make it much lol, although again would make it harder for the other team too!

1. You stopped playing the first game long before Insanity Versus was introduced to that, which featured mostly similar changes. Moving boomer did a lot to make the boomer less frustrating to play with, but generally didn't feel too unbalanced. He has to spawn out of sight still, and you get the warning as survivor by the noises, so you can deal with him most of the time.

2. Lots of people want it to do less damage, which I don't. So I thought giving survivors more time to recover might be a nice compromise. This change doesn't seem to have worked however on testing briefly on my two accounts last night anyway.

3. Yep. It's a lot less forgiving if someone decides to go looking for things and splits up, which a lot of players still do. Of course with the spitter, charger & of course the smoker it's now quite hard not to spilt up.

4. My experiences of Team Vs so far have been a close battle, but ultimately losing and a close battle, but winning and the other team ragequtting before their turn as survivors on the 3rd level. Lucky you I guess not to have these experiences. :( I don't recommend ever going to the Insanity Versus server in Team Vs though. Use on of the standard ocuk servers for those. It's really not fair on the other team if they don't know what to expect.
 
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1. I still came back and played occasionally on the Link config. Not many times though! Never noticed the moving boomer (probably because I didn't try).

2. You are right about the moaning of the spitter, given the increased benefits to the infected delaying a little longer might help the survivors a little.

3. Indeed! See above, re: Sgt. Major Liability :D

4. Haha! Imagine taking some randoms to that Insanity server, it would be hilarious! We were saying in vent last night how team VS is probably more for random lulz and would rather play with OcUK regs overall though. Better atmosphere and more lolz obtained overall I'd rekon!
 
Sounds good, can't wait for Versus to be made difficult (major screwups aside).

The thing is i don't think that will address problems with Spitter goo. Half the time the Spitter is killed before she can escape anyway so a recharge increase wouldn't matter. The damage is indeed too high so it punishes people for staying in it too long, the problems are when its impossible to move out not because of good infected play but because of broken maps. The best example is the sewer pipe on Parish3 where with a Charger and Spitter you can almost guarantee a full team incap.

What are the configs that you can change regarding the spitter goo anyway?
 
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Fair enough, I'm sure I've played one or the other or both though.

I honestly don't see the problem with the spitter, I don't think it needs changing. There are times when a well placed spit has screwed over a few people on my team, but if you don't have the nouse to see it coming and either move ASAP or jump onto something then tough luck, it's really quite easy to avoid, imo.

Again, I think it's necessary and a welcome addition to VS play as it can split up a team, stop stupid corner camping, etc. The infected needed more going for them as L4D1 proved!

Even with the introduction of cevolink; it was still relatively easy, depending on teams, for VS.
 
Cevolink went some way to balancing the infected / survivors, but Insanity Versus was much more fun (and challenging)

2 Tanks spawning in quick succession on the finales, 4 tanks when the rescue vehicle arrived, boomers able to walk and vomit - much more of a challenge for a good, well organised survivor team. This went along way to fixing the "average survivors" team making all the way to the end even though they were put through the mill at every opportunity by the infected. Now the same team wouldn't stand a chance!

I think as a result we all became better survivor players :)
 
Cevolink went some way to balancing the infected / survivors, but Insanity Versus was much more fun (and challenging)

2 Tanks spawning in quick succession on the finales, 4 tanks when the rescue vehicle arrived, boomers able to walk and vomit - much more of a challenge for a good, well organised survivor team. This went along way to fixing the "average survivors" team making all the way to the end even though they were put through the mill at every opportunity by the infected. Now the same team wouldn't stand a chance!

I think as a result we all became better survivor players :)

Indeed. Its so much better when you know you actually have to play well to survive till the end instead of just waltzing through making huge mistakes over and over and still usually surviving.

I just wish you could change the Versus Scoring System. Have it keep a total of all direct and assist damage done to standing players by the SI (and ignoring incap damage which never works properly), divide it by 10 and take it off the opponents score when they survive. The tie-break method is pretty pathetic, an arbitrary 25 points? Come on...
 
Yeh agree with the above, I'm not convinced about the new scoring system. At least in the old game every bit of health counted.

Now it doesn't matter jack, only that you survive or don't. Even if you lose 1 person it only knocks 25 from the total.

When I have seen a tie it's based on infected damage, whoever wins, gets +25 on their score..wow, big whoop.

At least with total overall health it can factor in people being noobs like running through fire or jumping off buildings, making everything count rather than what was done to you.
 

/Shakes fist.

It's funny, I was going to put something derogatory at the end of that sentence about you but I didn't, now I wish I had :)

I don't think there is such thing as a perfect scoring system, it will always annoy a large population of players.

The old system meant you could incap a survivor 3 times, they still make it to the end and find a med kit and then all your efforts means nothing, they get 1050 points on the first map even though you wiped the floor with them all the way through. You on the other hand waltz through the level with no hint of a problem and you get 1100 points WTF!

The new system is just as pointless in some respects. 25 points bonus for hurting them more - gee whiz, thanks. It only seems to encourage rushing through the level and like you say, losing a player only costs you 25 points.

I stopped worrying about the scores a long time ago and try to enjoy the game for what it is - a game. There are moments of course I feel like snapping my keyboard in two, but hey - i'm only human and I am very competative afterall :D
 
The thing is the old scoring system COULD have worked with tweaking. Why the hell they went for this system, practically the opposite extreme is beyond me.

Ok there was far too much emphasis on surviving (since it was supposed to actually be hard...). But i can't count the number of games i'd had where our team had been in control the entire game on our hard server only to have the opponents win the finale and jump into the lead from mayeb 1500 points down because of how insane the Health Bonus was. I like that you can't decide the game in 1 round on l4d2 unless its close but theres absolutely no distinction between blitzing the level or limping over the finishing line now.
 
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