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Thread: Differences between L4D1 and L4D2

  1. Registered TeamPlayer Red_Lizard2's Avatar
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    #41

    Re: Differences between L4D1 and L4D2

    forgot about The Parish finale as well, which is basically run like hell through the horde.

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    #42

    Re: Differences between L4D1 and L4D2

    And the fact that in the parish finale you can jockey and charge people off the bridge to their death.

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    #43

    Re: Differences between L4D1 and L4D2

    They took out the best feature of the game, the height of maps coupled with the use of the hunter. The best part of the game was high pouncing! Now it barely exists, plus the rushing of the map takes out some of the strat of the game, the setups if u will. Jockey is pretty uselless unelss you are against noobs who have players that split.

    Im disappointed in the game so far... Yes strat is still important on the run but the checkmate where you work as a team to simultaneously cap everyone is limited. Now you are usually winning by finishing off the last one or two while they are trying to get someone up. The element of teamwork has diminished, anyone can jump on someones back and smoke someone to kill the last two standing. Very limited on skill.

    Also it hard to tell who is suceeding and failing, you dont know how good your spit was or how much your charge really did, your score is just not a main focal point in this game. I like to know who is executing and who is failing so it can be corrected and improved. The score at the end of the map is not a sign of this in that some classes are easier to score points. When Ira would hit a 25 pounce and it said "ira 25 pounce" not only did you know he is pulling his weight but the best part is your friends saying "ira nice pounce" Now you cant really tell how good somthing is...

    It just seems like a hurried fucking rush game now which is fine, its just such a different game and not true to us diehard l4d 1 versus purists. We loved setting up 3 hunter and smoker attacks for the simultaneous teamwork game ender! Now you just fumble along baby pouncing, short smoking, onesy and twosy boomin, and weak skull fucking for a short ride where a target appears big as dallas for them to blow you away. The charger is the only thing infected wise ive enjoyed being added.

    Lastly there wasnt anything better then needing a health kit and searchin and searching and finding it to win the game, or risk not healing to make it in the safe room and catch up point wise. This was all strat now just removed from game. In the same note there was nothing better watching a team miss a valuable health kit. Searching for kits, mollys, and pills was a stategic, important and fun part of the game now just gone.

    This game is oversimplified and really just a graphics show with way to much riding on luck and chance. Now this is what i have experienced so far and is upon my first multiple experiences. The view is subject to change as familiarity grows. However some of the things stated above are just fact if you had a clue how to enjoy and play l4d1 versus.

    Smoke


  4. Registered TeamPlayer enf's Avatar
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    #44

    Re: Differences between L4D1 and L4D2

    Quote Originally Posted by SmokenSherriff_
    They took out the best feature of the game, the height of maps coupled with the use of the hunter. The best part of the game was high pouncing! Now it barely exists, plus the rushing of the map takes out some of the strat of the game, the setups if u will. Jockey is pretty uselless unelss you are against noobs who have players that split.

    Im disappointed in the game so far... Yes strat is still important on the run but the checkmate where you work as a team to simultaneously cap everyone is limited. Now you are usually winning by finishing off the last one or two while they are trying to get someone up. The element of teamwork has diminished, anyone can jump on someones back and smoke someone to kill the last two standing. Very limited on skill.

    Also it hard to tell who is suceeding and failing, you dont know how good your spit was or how much your charge really did, your score is just not a main focal point in this game. I like to know who is executing and who is failing so it can be corrected and improved. The score at the end of the map is not a sign of this in that some classes are easier to score points. When Ira would hit a 25 pounce and it said "ira 25 pounce" not only did you know he is pulling his weight but the best part is your friends saying "ira nice pounce" Now you cant really tell how good somthing is...

    It just seems like a hurried fucking rush game now which is fine, its just such a different game and not true to us diehard l4d 1 versus purists. We loved setting up 3 hunter and smoker attacks for the simultaneous teamwork game ender! Now you just fumble along baby pouncing, short smoking, onesy and twosy boomin, and weak skull fucking for a short ride where a target appears big as dallas for them to blow you away. The charger is the only thing infected wise ive enjoyed being added.

    Lastly there wasnt anything better then needing a health kit and searchin and searching and finding it to win the game, or risk not healing to make it in the safe room and catch up point wise. This was all strat now just removed from game. In the same note there was nothing better watching a team miss a valuable health kit. Searching for kits, mollys, and pills was a stategic, important and fun part of the game now just gone.

    This game is oversimplified and really just a graphics show with way to much riding on luck and chance. Now this is what i have experienced so far and is upon my first multiple experiences. The view is subject to change as familiarity grows. However some of the things stated above are just fact if you had a clue how to enjoy and play l4d1 versus.

    Smoke

    Short answer... Completely disagree.

    Working the L4D system in the form of SI selective spawning (3 hunter and 1 smoker), map advantages (closet humping), and same SI strategies have all been thrown out the window. This game has taken communication to a new level in the form of real-time reaction and working on the fly instead of doing the same boring strategies that take advantage of map design or game physics. It is a challenge to get to the safe room now instead of the SI having the challenge of pulling off the 'simultaneous teamwork game ender' that, lets be honest, is planned every time but works maybe once every 50 tries.

    And the hunter pounce damage does show up. Plus, Boomer and Smoker damage never showed on screen. Just multiplier, which does show for Spitter (and maybe Jockey, not quite sure).
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  5. Registered TeamPlayer flame's Avatar
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    #45

    Re: Differences between L4D1 and L4D2

    I tottally agree with sheriff on the scoring, in l4d it was a big deal to hold on to the kits, search for pills and such. The mechanics really favor rushing now. There is alot more teamwork required by the survivors. The infected is a little luck and timing. With 6 SI and only 4 players sometimes you dont get what you want. I mean I hate the jockey. The spitter and charger make for some tough situations if timed right.
    If you need a jockey to ride someone off an edge you dont get it. If your in the wide ass open you get jockey. When you have a nice tight cooridor you never get a charger.
    Not saying I dont like it but there is some luck involved in what SI you get. The maps are awesome, I really like the different finales. Will take some time to adapt "setups" for the different maps. I see most of the times being a little more to ewoks liking he's a take what you can get kinda guy. Where sheriff is a football player kinda guy who likes to have a play drawn up.
    Now the spitter is awesome for breaking up the boring camp one spot strats, I like that, adds some freshness each time you play.
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  6. Registered TeamPlayer Walkerxes's Avatar
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    #46

    Re: Differences between L4D1 and L4D2

    Quote Originally Posted by Ewok
    And the fact that in the parish finale you can jockey and charge people off the bridge to their death.
    :2

    Quote Originally Posted by flame
    If you need a jockey to ride someone off an edge you dont get it. If your in the wide ass open you get jockey. When you have a nice tight cooridor you never get a charger.
    Not saying I dont like it but there is some luck involved in what SI you get.
    Exactly, you can't rely on having the exact same SI in just the spots you want them anymore. Instead you have to adapt and communicate.. and think. "Ok, this time we have X, X, X, and X.. so this is what we should try" next time might be different so your attack method has to be different. It's about using the hand your dealt, which requires more communication and teamwork, which adds a balance as its a more difficult trek for the Survivors to begin with, so making the Infected team have to stop and think for a moment balances it out.

    Imagine the NM finale, the ladder up to the roof, where everyone always makes the boomer pop so there's 3 hunters and a smoker up top.. now think how much it would change if you had something different up there every time. No more stagnant same-old tactics.


  7. Registered TeamPlayer Red_Lizard2's Avatar
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    #47

    Re: Differences between L4D1 and L4D2

    IMO the Jockey would be best after a boom, now that you can't see the names of teammates, it would be a easier to pull someone away without getting found out. Granted i haven't exactly tried it as of yet (That i know).

    Plus its much easier to get split up now, one spit can get a person stuck one side, and the rest on another (for example)

  8. Registered TeamPlayer PizzaSHARK!'s Avatar
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    #48

    Re: Differences between L4D1 and L4D2

    Jockey is harder to use than smoker, but at the same time, he's easily more powerful when used right. A smoker doesn't have the luxury of really being able to control where the survivor goes, beyond a straight line leading back to him... a straight line that stops short on things like blades of grass, a gum wrapper, or maybe a stiff breeze. A jockey can control that survivor and force them around a corner where their teammates can't shoot him off; a jockey can force the survivor to move laterally towards that roof edge, to knock them off or kill them outright (or at the very least add in some lovely fall damage); a jockey can force the survivor forward, forcing the player's team to move into that crowded area before they're ready, including forcing a tank spawn, alerting a witch, or giving that boomer a heartbreakingly perfect opportunity to bag all four survivors.

    No, you can't expect to just chuckle your way up to some random survivor, hop on, and have a fun little joyride if the survivor team is any good. But if you have some good distractions, the jockey far outstrips the potential of the smoker. But the smoker is still plenty useful, even so.

    The only thing I don't like about L4D2 is the fact that carrying pills, medkits, and shots across the line doesn't help your team at all - there's no reason to gamble on making it to the finish without having to use them so your team gets a bonus. This removes some of the "skill" factor out of the game, and also makes it just that much harder for the team that's behind to catch up.

    You still need to search for items if the enemy team is doing well, though. Because of the new infected and the fact that it's very easy to do loads of damage with them (spitter does amazing damage, and so does charger, and jockey can potentially do a ton of damage in the right situations), you can pretty easily force the enemy team to start hunting for those medkits and pills so that they can even make it to the finish line, let alone make it there with all four teammates still in one piece.

    Hell, if anything, L4D2 is better in most every way. Doing damage to the survivors actually matters now, instead of either having to go for a grand slam, or having to set up that perfect 1-2-3 TKO to even have a shot at stopping them.

    L4D2 forces you to think on your feat, especially as infected. And that's better than anything L4D ever produced.
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    #49

    Re: Differences between L4D1 and L4D2

    Quote Originally Posted by PizzaSHARK!
    A smoker doesn't have the luxury of really being able to control where the survivor goes, beyond a straight line leading back to him... a straight line that stops short on things like blades of grass, a gum wrapper, or maybe a stiff breeze.
    Be aware.. those same immovable obstacles will stop a Charger cold as well. Be especially cautious of splinters of wood, invisible to the naked eye, as they will stop the Charger dead in his tracks also.

    The only thing I don't like about L4D2 is the fact that carrying pills, medkits, and shots across the line doesn't help your team at all - there's no reason to gamble on making it to the finish without having to use them so your team gets a bonus. This removes some of the "skill" factor out of the game, and also makes it just that much harder for the team that's behind to catch up.
    Now, I'm not positive of this, beacuse I've only seen both survivor teams make it to the safehouse on the same level ONCE so far, and wasn't paying attention.. but I swear I saw some type of bonus tally happen to determine who got higher points for that round. Can anyone confirm or deny this? I don't know if it was based on health/meds, damage as Infected, damage taken BY infected, or if I was smoking car exhaust.. but I swear I saw something in the final tally. It showed up in green in the end of round screen.

    See if you guys/gals see something like that.

    ..Of course, that means you've gotta be in a game where both teams make the safe house in the same round... which will be rare until people get a better hang of the maps... and then still be rare because both teams will ahve a better hang of the maps..


  10. Registered TeamPlayer flame's Avatar
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    #50

    Re: Differences between L4D1 and L4D2

    I saw the bonus too. I was told(not official) that it was based on damage done while infected. However I dont know for sure.
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