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Thread: special infected ideas here
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08-17-11, 08:34 PM #1
special infected ideas here
post em! if there is a l4d3, what types of special infected would you like to see?
Last edited by Knee of Justice; 08-17-11 at 08:36 PM.
[QUOTE=QuickLightning;1240396]He seems like a nice guy from my experiences with him. He is a bit quiet though.[/][/center]
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08-19-11, 12:42 AM #3
Re: special infected ideas here
Would be interesting to see something that, unlike the Hunter/Charger that hit them and stay on them, is able to do like swings at people that do slightly higher damage than a scratch. Possibly giving the ability to use finesse with high jumps or ability to make like 3 steps up a wall before falling.
Speed. I am speed.
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08-19-11, 02:31 AM #5Re: special infected ideas here
The infected dog. If you've ever seen Aliens 3, I would like to see some kind of rabid dog that acted like the Aliens in that movie. It has extreme speed and agility. Instead of attacking from above, it would attack either from behind or straight at the SVs, but because it can move so fast from side to side it would be very hard to shoot at it.
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08-19-11, 04:15 AM #6
Re: special infected ideas here
I can't think of anything that wouldn't just be a Hunter or Smoker with just some special gimmick on them. Infected dogs would just be four-legged Hunters - we already have an SI that's focused on speed, agility, and stealth.
We have an SI that's supposed to be an unstoppable juggernaut - the Charger (key word is "supposed.")
AOE/zoning? Yeah, Spitter does that. Boomer, too.
Displacement? Smoker and Jockey both do that.
Sniper? Smoker and maybe artilla-spitter.
Melee fighter? Well, all of the SI can do that but Hunter and Charger are "designed" for it.
I'd rather they just figure out how to add more tactical depth to Survivors without requiring players to mod the game to bring it into a semblance of balance. SI team already has plenty of depth to it since each SI plays completely different from the others.
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08-22-11, 01:10 AM #7
Re: special infected ideas here
Suggestions for L4D3:
user controllable witch..... when activated a player switches to it, much like the tank. If set on fire/ confused the screen gets messed up like a boomer or similar and a random jockey effect takes place (like a jockey that is controlling you but 50% of the time).
Implement the level path changing that is in single player into multiplayer. At the start of a map the AI Director sets up one of the maps 'paths' and keeps it for both teams.....
The ability to allow multiple of the same special infected at the same time, each player is on a rotation instead of the server having one rotation for each player.... (I mean come on, the AI does it... why can't the players?)
As far as new special infected I don't want to see too many new ones.... I would prefer to see complete changes.-- Intentionally Left Blank --
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