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Thread: L4D2 Tidbits

  1. Registered TeamPlayer enf's Avatar
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    #1

    L4D2 Tidbits

    I just ran through the commentary portion of the game that takes you through the Parish campaign. Most of the stuff mentioned was more development-related, but there were a few tidbits I got out of it that are helpful in game. Figured Id start a thread so that others can post some tidbits that might help others.

    The two I found from the commentary:

    Quote Originally Posted by tr_enf
    I would say ammo dispersion is lower, but weapon availability along the way is higher. I have found myself running out of shells a good amount of times during a map, only to have the decision to pick up a hunting rifle just to have ammo or stick with my 12 shotgun shells and hope for an ammo spot.
    CONFIRMED One of the commentary nodes talked about how L4D had more ammo spots so it felt like players had virtually unlimited ammo for their gun, whereas L4D2 has dropped the frequency of ammo drops and raised the frequency of weapon drops, so it prevents players from sticking with their favorite type of gun from the start of the map and almost forces them to change gun styles during the map.

    Water effects have been re-engineered in this game to easily show the flow of water. With this addition, Valve map makers subtly lead the Survivors by making the water flow in the direction they are supposed to go on the map, similar to how lights showed the path in L4D.

    One dummy observation I found:

    Unlike a hunter, you dont have to crouch to 'pounce' someone as a jockey.

    What else yall got?
    Quote Originally Posted by ATEXANnHISGUN View Post
    given the right set of circumstances I can motivate myself to eat a plate full of shit.

  2. Registered TeamPlayer Tick's Avatar
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    #2

    Re: L4D2 Tidbits

    Fire hot?

  3. Registered TeamPlayer The Lord of the Land's Avatar
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    #3

    Re: L4D2 Tidbits

    Quote Originally Posted by tr_enf
    I just ran through the commentary portion of the game that takes you through the Parish campaign. Most of the stuff mentioned was more development-related, but there were a few tidbits I got out of it that are helpful in game. Figured Id start a thread so that others can post some tidbits that might help others.

    The two I found from the commentary:

    Quote Originally Posted by tr_enf
    I would say ammo dispersion is lower, but weapon availability along the way is higher. I have found myself running out of shells a good amount of times during a map, only to have the decision to pick up a hunting rifle just to have ammo or stick with my 12 shotgun shells and hope for an ammo spot.
    CONFIRMED One of the commentary nodes talked about how L4D had more ammo spots so it felt like players had virtually unlimited ammo for their gun, whereas L4D2 has dropped the frequency of ammo drops and raised the frequency of weapon drops, so it prevents players from sticking with their favorite type of gun from the start of the map and almost forces them to change gun styles during the map.

    Water effects have been re-engineered in this game to easily show the flow of water. With this addition, Valve map makers subtly lead the Survivors by making the water flow in the direction they are supposed to go on the map, similar to how lights showed the path in L4D.

    One dummy observation I found:

    Unlike a hunter, you dont have to crouch to 'pounce' someone as a jockey.

    What else yall got?

    I hated going through the commentary with my dumb ass bots.

    When I activated a commentary node and it spawned a SI or something, to show some visual/mechanical effect, the bots would go crazy and BAMBAMBAM kill him instantly. Meanwhile, the commenter is still talking and I'm like, "I can't follow you Mister Commenter because the Jockey is dead."

    Anyways I liked the L4D1 commentary better. Remember the The Screamer?
    <a href=http://nickbrunner.com/LordSig.png target=_blank>http://nickbrunner.com/LordSig.png</a>

  4. Registered TeamPlayer BuddyLee.'s Avatar
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    #4

    Re: L4D2 Tidbits

    Quote Originally Posted by tr_enf

    Unlike a hunter, you dont have to crouch to 'pounce' someone as a jockey.

    What else yall got?
    Crouch jumping with a jockey will add hieght to your jump. To get ontop of a building or to jump over a fence.

    BL
    Tribe of Bob

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    #5

    Re: L4D2 Tidbits

    As a charger, do not do distance charges trying to hit someone, because as fast as you are, the survivors are faster at getting our of your way since you can't steer. And the moment you charge you below, and so as a survivor the first thing I do is sidestep in case you were comming after me. And it works. I've been narrowly missed by a charger a couple of times now.

    INSTEAD, spawn close the survivors like a boomer, run in (you have the health to get hit a few times), and then when you're really close, charge.
    1) Your accuracy for nabbing someone is much better
    2) You'll likely hit multiple people due to bunching
    3) Because you started your charge next to the survivors, you'll get maximum distance away from the survivors, which forces them to chase after you.

    Another charger tip is to avoid charging in rooms that are not open (i.e. tables and chairs); chances are you will clip one that will stop the charge. Hallways and stairwells are your friends because of hitting more than one person.

  6. Registered TeamPlayer Red_Lizard2's Avatar
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    #6

    Re: L4D2 Tidbits

    figure alot of people probably know this but, Spitter goo damage isn't consistent. Instead the longer you are in it, the stronger it gets (so to speak)

  7. Registered TeamPlayer Walkerxes's Avatar
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    #7

    Re: L4D2 Tidbits

    Quote Originally Posted by Ewok
    As a charger, do not do distance charges trying to hit someone, because as fast as you are, the survivors are faster at getting our of your way since you can't steer. And the moment you charge you below, and so as a survivor the first thing I do is sidestep in case you were comming after me. And it works. I've been narrowly missed by a charger a couple of times now.

    INSTEAD, spawn close the survivors like a boomer, run in (you have the health to get hit a few times), and then when you're really close, charge.
    1) Your accuracy for nabbing someone is much better
    2) You'll likely hit multiple people due to bunching
    3) Because you started your charge next to the survivors, you'll get maximum distance away from the survivors, which forces them to chase after you.

    Another charger tip is to avoid charging in rooms that are not open (i.e. tables and chairs); chances are you will clip one that will stop the charge. Hallways and stairwells are your friends because of hitting more than one person.
    And beware blades of grass, bubblegum wrappers, small pebbles, and falling leaves, as these will interrupt your charge too. And don't charge too close to a wall that you're running parallel to, as if you hit a splinter, that will also stop you.


  8. Registered TeamPlayer enf's Avatar
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    #8

    Re: L4D2 Tidbits

    Quote Originally Posted by Walkerxes
    And beware blades of grass, bubblegum wrappers, small pebbles, and falling leaves, as these will interrupt your charge too. And don't charge too close to a wall that you're running parallel to, as if you hit a splinter, that will also stop you.
    Well two objects cannot occupy the same space at the same time... :P

    * Dont use a bile bomb if there are no hordes around. The bile will attract a horde out of thin air just as Boomer puke would on a Survivor. The problem is, that bile bomb wears off and those CIs are now gunning for you.
    Quote Originally Posted by ATEXANnHISGUN View Post
    given the right set of circumstances I can motivate myself to eat a plate full of shit.

  9. Registered TeamPlayer Red_Lizard2's Avatar
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    #9

    Re: L4D2 Tidbits

    Apparently they were looking at having Events which would force survivors to split up to achieve them, but found it didn't work. However some of the events in the game, it can be an advantage to split up still (even though you don't have to)


    Also the parade float in The Parrish is the only traditional (or l4d1 style) event in all Valve maps.

    EDIT: Forgot the other one from the commentary. Basically the campaigns have flow like a narrative, each one you start coming the rescue vesel from the one before (supposedly). Basically it would be like:

    Chapter 1: Dead Center
    Chapter 2: Dark Carnival
    Chapter 3: Swamp Fever
    Chapter 4: Hard Rain
    Chapter 5: The Parrish

    With the Parrish being the ending.

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    #10

    Re: L4D2 Tidbits

    Interesting Easter Eggs: In each of the campaign posters for L4D2, it is possible to see parts of the old L4D1 posters. The old ones are either covered up by the new ones or faded to near invisibility somewhere else on the screen.
    WHEN LIFE GIVES YOU LEMONS, BURN DOWN LIFE'S HOUSE


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