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Thread: Differences between L4D1 and L4D2
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11-19-09, 11:58 PM #22
Re: Differences between L4D1 and L4D2
Originally Posted by Ewok
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11-20-09, 06:25 AM #25
Re: Differences between L4D1 and L4D2
The hunter hasn't been changed at all aside from increased stun time. They still do the highest single-target DPS of any of the SIs (barring something unusual like a boomer surrounding someone with 20 CIs.) They're still the only real option for proper ninja swipes (simply because jockey doesn't hit hard enough, and charger is both too loud and too big), and if anything, the increased stun time has made it more rewarding to go for high-damage pounces by increasing the chance that you'll be able to get in an additional slash or two before they inevitably knock you off - the higher the initial pounce damage, the longer the delay before you can start slashing while they're down.
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11-20-09, 06:31 AM #26
Re: Differences between L4D1 and L4D2
Originally Posted by PizzaSHARK!
We actually eliminated the survivors practically out of the safe house that way. One of them had been incapped by horde + other SI attack, and the Spitter splootched on his body as his team gathered to rescue him.. boom, 3 more incapped simultaneously.
Originally Posted by Walkerxes
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11-20-09, 08:42 AM #27
Re: Differences between L4D1 and L4D2
How quickly does the damage ramp up? I know the first couple of hits only do about 3 or 5 damage apiece, so it apparently ramps up fast if it's doing a full 100 damage in its five or six seconds of existence.
The hunter pops off a little under 10 damage per second while pouncing someone, and double that if they're incapped. I do know that the spit does significantly less damage to incapped targets, even in Expert.
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11-20-09, 11:36 AM #28
Re: Differences between L4D1 and L4D2
Charger FTW!
Last night on the first level of Parish the survivors were literally in the Safe room door, our team had incapped a player just outside the door. I spawn as Charger and proceed to bowl thru their entire team incapping three and slamming my target incap in the back of their safe room.
The Charger can be difficult to use but is incredibly effective - mini tank is an understatement!
As to the comments on the Hunter - I do think they have nerfed him a bit but made up for it with the increased stun time. This needs to be used by teams more. Now he is the instagator of an attack more then ever - one good pounce into a group of four followed by a Boom/Spit and then Charger/Smoker/Jockey can to a sick amount of damage.
One question I'm still trying to figure out is the spawn pattern for the SI - any thoughts?
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11-20-09, 12:50 PM #29
Re: Differences between L4D1 and L4D2
Originally Posted by iravedic
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