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Thread: Longest Death Streaks

  1. Just getting started
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    11-03-10
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    #161
    i like it becose betta campins peeps guns zombys n cool glithz

  2. Zombie Cat
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    11-25-08
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    #162
    the scoring system in L4D's versus was convoluted and clunky. L4D2's is streamlined, and far simpler. L4D2's scoring system>L4D1's
    [SIGPIC][/SIGPIC]

  3. On the way to greater things
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    05-06-10
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    #163
    Quote Originally Posted by bloodshot View Post
    if you dont know what cs is you've been living in a hole. I mean damn, i know what world of warcraft is and i've never been in the same room as it was being played, much less played it my damn self. And cs is brought up because its early valve and its the number 1 multiplayer fps game of all time. God i miss cs real cs, not this steam bullshit. Cs died mid 2004
    +1
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  4. On the way to greater things
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    #164
    Quote Originally Posted by jackryan64 View Post
    northeast, i knew that. The only reason i said midwest is cause i live in ohio, which is right next to pennsylvania. My mistake.

    Anyways, i also think l4d2 has plenty of parts where using good teamwork is not only bloody useless but actually discouraged. The rolling crescendos seem to encourage stupid people to run ahead, while a traditional crescendo event forces people to formulate a good strategy. It seems to me that there isn't much room for strategies when you're running like hell.
    +1.
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  5. I've done my time
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    #165
    Quote Originally Posted by 17271 View Post
    I don't think anyone disagrees that there are things about L4D2 that are better than the first, but a lot about the second game is just loud noise. For example, the Charger and AK-47... not really useful... just for show.

    In the first game, items were limited and the game looked creepier.. the Tank on Expert was a dreadful challenge.

    Some may argue the first game is better because it has less, and is therefore more realistic.
    I'm gonna have to disagree on that charger comment. The charger is, by far, the single most deadly SI there is. He has all the functionality of the smoker, but buffer. He does 20 damage per melee. The the slam does like 20 damage after you get charged. The charge itself is utterly devastating. Not only can it take up to several people really far away, it allow him to be a one man instant kill machine. No game is outta reach with the charger. Without the charger, l4d2 would be alot easier....And the AK is a monster

  6. Witch
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    #166
    The melee is 10 damage. Not 20.
    That would be 5 hits, piece of cake.

    Just saying.

    But I love the charger. He's a bitch, but he's a good bitch.
    [SIGPIC]http://www.left4deadforums.com/signaturepics/sigpic13209_1.gif[/SIGPIC]
    Quote Originally Posted by SuperGamecube64 View Post
    You're aware that your user name causes massive explosions of win and is the cure for AIDS and Cancer, right?

  7. Just getting started
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    11-19-10
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    #167
    Quote Originally Posted by theruss007 View Post
    One thing that makes L4D1 better than L4D2, is that there isn't a incoming attack every five seconds. This is especialy true on Dead Center part 3. I just got through playing it, and as soon as that lvl loaded I heard the incoming attack music. As soon( and I mean right after) as I got through sliceing zombie heads off through the safe room door the music played again. Does Valve or the AI Director think its fun or scarry to have a hoard every five seconds, well it isn't. It's just plain annoying. L4D1 didn't have this problem.
    I don't know if you'll read this or not but
    Do you know why you disliked this? Because it breaks a 2 rules of level design, First Safe spawning. Yes your in a saferoom, you are technically safe when spawning, but the commons coming like that to the door quickly can make players miserable, becuase they just spawned and they want to leave the saferoom safely get a feel for the exterior outside the door, which leads to another 2nd important level design rule, Area Introduction, they didnt do a very good job on that either, the outside of the safehouse is very dark and its very dangerous. So in the end players will become miserable/annoyed by being mobbed so fast becuase the level designer didn't do a good job giving them safe spawning and area introduction information they need to get a good start.


    Safe spawning is not some fancy word I'm making up, if you ever played a custom campaign and spawned in a rescue closet and got hit right away by a zombie that was in the closet, you'll know how annoying that is.

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