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Thread: Hitler stole your seat?
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03-18-09, 09:20 PM #34
Actually, no.
That smoke cloud is big enough that the survivors are going to have to knock it away, chase the smoker, and knock it away again in order to ensure it won't catch them -- and if the smoker is smart, they can get a wall to their backs so that will be almost impossible. If nothing else it will provide quite a disruption for the rest of the SIs to attack during.
If my recollections of its size are incorrect, expand it slightly so that's true. But I'm pretty sure it's already quite large.
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03-19-09, 12:33 AM #36
I love the idea, it'd work perfectly but the issue is how do you implement it? The Smoker is meant to be a long-range infected, usually supposed to be played as a "sniper" type role. On the other hand, atleast this would give the smoker an additional role, when long-range attacks are out of the question..?
Something like that would really help, something with an area of effect, that does minimal damage (decent, but not overpowering)
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03-19-09, 03:04 AM #37
I don't think this is a big problem.
If you look at the overall design of the game the idea is that the objectives of the survivors is to move from point A to point B, and the infected are supposed to stop them. Camping for a minute to catch your breath has no effect on the objectives of the game. Left4Dead is not some kind of counterstrike where the objectives are simply to eliminate the other team in order to win (that is how way to many CS players play the game).
When you then look at the special infected, they are all designed around this "move from A to B" theme.
The Which: Survivors have to change their paths in order to avoid her.
The boomer: Makes sure the infected get disturbed and attack the survivors on their way. Without him, l4d wound just be a "calm walk in the zoo"
The Hunter: Makes sure the survivors also have to look behind their backs on their way to point B
The Tank, makes teamwork a *must*.
When you're playing the infected, it doesn't matter if the survivors camp in one corner for a minute or two, since they are not moving towards their objectives at all, while they do so.
Forcing them to never stop, would be a big change in the overall idea of the game.
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03-19-09, 03:12 AM #38
i have a better idea. I mean throwing something at them isnt going to make them move since you will just throw stuff at em whilst there moving anyway and would detract from being a zombie in first place. How about a zombie with a gas cloud attack when it dies it creates a corrosive cloud of gas similar to the molotov but only harms survivors, they must move away from it in order to survive, could even give this to the smoker instead of creating a new infected. now lets see em camp in a corner when theyre covered in puke and surrounded by a corrosive cloud thats slowly killin em
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