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greaserlee

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320

that's the number of points separating my team from a win in L4D2.
 
played a versus match in Parish. we had 3 consistent players with a random 4th popping in and out.
 
waterfront: 
they all made it in, but with a lot of health loss. 
3 of us made it in, but we did try to save one of them when we reached the safehouse.  difference was we had a lot of health left.
points difference was around 100+
 
park:
they were doing okay until they ran into a tank right outside the maze  park.
we died near the same spot, but their tank spawned a little sooner than ours.
we were now 150+ behind
 
cemetery:
they reached the impound lot and i charged one of them into an alarmed car, and it was over.
we died in the sewer hole. we were already down one guy, so the chances of us getting out of there were impossible.
behind 200+
 
quarter:
they all died with the help of a tank located before the tractor crecsendo.
we died in the same spot. 
250+ in the crapper.
 
bridge finale:
they tried to sprint it all the way. they barely gave us time to set up, but as the jockey, i was able to pounce the one trailing slightly behind. pushed him all he way back to the beginning where Rochelle followed and saved him. that helped the charger pin one guy down for a while, and the boomer slowed down the fourth. those two ended up being incapacitated, but were helped up. the decided to push forward an not heal. so now they had two slow dudes which were easy pickings for the charger to tackle one and make the other stumble. the jockey pounced the stumbling survivor and pushed him off the edge. dude was left hanging and the charger killed his catch. the other two ran into an acid puddle and they were eventually pounced by a hunter and a smoker.  they never reached the split bridge.
 
320.
 
we knew we had to get past that landmark (and then some) if we wanted to win this. first thing i told all of them is to stay away from the sides and stick to the middle since it's too easy to get taken down by a charger. our plan worked. their charger was too anxious and he kept falling off the bridge. eventually one of them got lucky and tackled one of our guys off the bridge. their smoker did a good job of pulling us into edges. luckily with one of us watching each others back, we kept saving each other. we got past the split bridge and we even triggered the first tank. the tank was too focused on two of us that the third ran past him. the dude made it to the middle of the tilted bridge where he got pounced by a hunter. the tank eventually incap'ed both of us and the round was over.
 
we won it. we got over 500 points, and were giddy like a bunch of school girls. we were back in the lobby and the other team was quite polite, as were we. we briefly talked about what just happened and about our little fuck-ups. props were exchanged and the lobby was closed.
 
good times.

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My L4D2 SI impressions

i got the game at launch on steam and later bought it off a dude on craigslist for the 360. i end up playing it more often on 360 just because the pace feels a little slower and it gives me a chance to learn the special infected (SI).  eventually i'll move on to PC when i learn the maps a little better and not holding back my team.
 
so far, im digging the new SI. here's my raw impression of them.
 

  •  the charger is a beast especially if you're able to hit a couple of them in the process. the time it takes for the survivors to recover is pretty long. his melee does serious damage too. to balance that, they gave the charger a ridiculously long stumbling animation if he misses a dude.

  • the spitter is a huge game-changer and totally compliments the SI crew. it's probably one of my favorites to use.  his long range acid attack is awesome. if you're fighting a dude with a melee weapon only, you can have him try to chase you. that small trail of spit that it leaves behind also does damage to the survivors. they'll learn real quick to not follow you.
 
  •  i still need more time to learn the jockey. i noticed he has a lot more health and can jump a lot higher than the rest of the SI. one of the things i need to try out is see if i can ride a dude while i jump in mid-air. if so, that opens up a few possibilities. so far ive been using the jockey on same ground level as the survivors and just hiding behind stuff waiting to pounce one of them, but if i can jump on a dude from above? watch out!

  • i rarely get the hunter now, but it seems like his leaps are a lot faster and is more difficult to shoot down mid-air due to the blur effect he's got going on now. he still deals a lot of damage and one of the times i got to play as him, i incap'ed a dude in no time.
 
  • the smoker's range feels shorter... i dont know if they messed with that or not though. maybe im just not gauging the distance properly., plus i dont get to use him often either. oddly enough i incap'ed a dude with him too!
 
  • boomer is still fun to use, but the same issue from the last game is still present; puke on a dude before or after a zombie wave and you wasted a bile shot- no zombie wave.
 
  • the tank is still just as brutal, but with all the new tools available to the survivors, it does make taking him down a little easier and a lot less scary.
 
i think that'll do it. maybe next time i'll post up a small analysis of dead center and the rest of the levels as i get a better feel for each of them.
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