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

The jockey is a huge PITA and really does need to go on a coordinated attack with the team or it is just pointless. Rarely have I seen a jockey hand out the pwn on his own, and only that was due to dead spots in a map where if you don't go as a team or one gets left behind it's curtains.

(Drop down in sewer on Parish 3 for example).

If they work with the team and manage to cart a player off the other side of the map in confusion then it really helps with follow up attacks and "keeping on the pressure" as you force them to split even more buying infected more time to spawn for attack no.2!

His pounce/jump annoys the hell out of me though and is still my most hated AI Infected on Expert/Realism campaigns!
Yeah, used this to good effect the other night on Dark Carnival where you need to drop down into the tunnel from the plant/boiler room.

After two survivors had dropped down my bro got one of the ones left with a hunter and I got the guy who stayed to help him with the jockey.

It's the only time I've incapped anyone with a jocky.:D My bro got about 500 points for it and I got about 50.:(
 
Problem with the Jockey at the drop is you still need to cover the distance between a safe spawn point and the players head before he can get down which is harder than it sounds compared to a Smoker pull. It is sweet when it pays off though. I fondly remember catching someone at the drop in the Tunnel of Love and leaving them to bleedout in a dark corner :p

He is hit n miss though, either does nothing at all or can really delay a team. Even worse if you jockey them forwards during a Boomer horde and into the Tank spawn.
 
Sorry completely off topic but does anyone else get annoyed at how crap the jockey is? Not only is he terribly slow so that if they do see you they can happily run crap blowing you up whilst you can't catch him but he also has no pounce damage.

In scavenge mode i sometimes find myself just instant spawning to die with him in hope of getting sometime a bit better.

After the charger I've seen more games swung decisively with a jockey than anything else.

Grabbing at drops getting multiple incaps at ledges/coaster and separating one member massively during a boom attack, and meaing they have to run a large section again so you can attack at the same spot again :D
 
HR3 again, I've incapped entire team with jockey before, hes excellent for making players hang, especially in a spot where he can climb back up + recharge before they get a chance to recover. Only ever got 2 with charger on hr3, although they're insta kills there

also, with 3 or 4 boomed, jockey can easily walk one away from the group and take them down if they're not high health
 
In those situations its normally bad teamwork thats to blame though. Unless there is a lot of chaos in the rest of the team the Jockey should really be shot off before he can even get close to an edge.
 
I've got agree with Evilsod unless the whole team is boomered or the other team is generally poor the jockey should never be allowed to run off. In the situations the other guys are describing like 2 going down a hole and pouncing the other 2 i feel that the jockey is far the worst of the incapacitators. Hunter being so much faster and pounce damage, smoker able to hide and hit at range and the charger being generally awesome are much better for that sort of thing.

It just feels like the jockey is generally poor to me, maybe i just have not learnt to use him properly, i guess time will tell.
 
I've got agree with Evilsod unless the whole team is boomered or the other team is generally poor the jockey should never be allowed to run off. In the situations the other guys are describing like 2 going down a hole and pouncing the other 2 i feel that the jockey is far the worst of the incapacitators. Hunter being so much faster and pounce damage, smoker able to hide and hit at range and the charger being generally awesome are much better for that sort of thing.

It just feels like the jockey is generally poor to me, maybe i just have not learnt to use him properly, i guess time will tell.

Hunter and smoker are both laughably easy to get off at a drop though with a pipe or bullets.

jockey can quickly get them away.
 
It can go either way. Depends purely on the situation. The drop on Dark Carnival 3 seems to be spawning an explosive canister occasionally. I've taken to putting that on the very edge of the hole so you can shoot it off from below. You can do it with a Pipe in any location but its not as easy, but they only work with a Smoker on his own. Hunters can recharge there pounce before you're even back up.

At the end of the day luck plays its part. The game earlier i pounced in with the Hunter on the Parish 3 Sewer drop, landed on the wrong person and fell down the hole with him, the pounce knocked back another guy just in time for the Smoker to grab him so we pulled that off barely.
 
I've got agree with Evilsod unless the whole team is boomered or the other team is generally poor the jockey should never be allowed to run off. In the situations the other guys are describing like 2 going down a hole and pouncing the other 2 i feel that the jockey is far the worst of the incapacitators. Hunter being so much faster and pounce damage, smoker able to hide and hit at range and the charger being generally awesome are much better for that sort of thing.

It just feels like the jockey is generally poor to me, maybe i just have not learnt to use him properly, i guess time will tell.
The jockey is quick to get in, and quick to get out. He's excellent for drops, he can run up to and get on a survivor quicker than a smokers tongue will eventually attempt to grab (and when it does they've normally already dropped). On the parish sewer drop, you can get 2 (3 if you're really lucky) stuck at the top using hunter,smoker,jockey combo. Jockey needs to be played strategically, he's absolutely as a lone attacker when not an inch from a drop or on a drop point
 
Had to use mm_force_dedicated_server instead of ms_force_dedicated_server last night as the console wouldn't recognise the ms one.

What's the difference?
 
Think it was used on L4D1 but in previous posts that talk about forcing a connection they state ms is used.

Must just be a typo then.:)
 
Hi Link - On that 20 man l4d2 server i play on they have some interesting mods. The best ones are no infected auto spawn for finale's and the losing team plays finale first.

Can we get these on the oc uk servers do you think m8 ?
 
Well instead of the losing team legging it after they played infected you actually get your go. Works a treat. :D
very rarely does a team not finish out the game even if there is no chance of them winning, guess we play different people. I also love going second on finale if we're losing, makes it so much more interesting :) even more so when we manage to get them just in range of a possible victory and manage to pull it off
 
I think the majority of the OcUK boys and girls know better than to quit without good reason.

People on here have long memories and they'd end up just being kicked on future games.
 
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