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Discussion: Left 4 Dead / Left 4 Dead - Strategy & Tactics - Firing Squad - Last night, I was in a game with 3 other TG'ers, about to finish up
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    16Note's Avatar

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    Firing Squad

    Last night, I was in a game with 3 other TG'ers, about to finish up No Mercy on Expert. We were at the finale, and trying to get to the room with the radio. I, being the idiot I sometimes am, tried jumping across the structures on top. I misjudged a jump, fell, and was immidiatly incapped. My teammates and I debated, and felt the best course of action was to shoot me there, so I'd respawn with more help.

    Is shooting an incapped teammate the best strategy, if they'd respawn later?
    |TG| 16note



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  3. #2

    WhiskeySix's Avatar

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    Re: Firing Squad

    LOL!

    Nah - If they're hopeless, I say leave them there alive. "human pipebomb" ftw

    |TG-12th|WhiskeySix

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    Re: Firing Squad

    AAR? I think not.

    May be its just me but I always like to kill teammates in the zombie apocalypse (hint of sarcasm). Either get them up or leave them there, but its stupid to kill someone just so they come back with more health. That just feels so anti-TG.
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  7. #4

    WhiskeySix's Avatar

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    Re: Firing Squad

    Quote Originally Posted by Reaperassault View Post
    its stupid to kill someone just so they come back with more health. That just feels so anti-TG.
    <nods>

    Quote Originally Posted by Primer View Post
    ... Within Tactical Gamer, ANY activity that capitalizes on the limitations of a game to provide the advantage rather than that advantage coming from superior teamwork, strategy and tactics, is frowned upon. We all want to win when we play, but the focus at Tactical Gamer should be one of winning with some sort of dignity, honor, and skill, not because you were able to out-exploit the other team or box them into a corner built on technological weakness that gives you the advantage.

    |TG-12th|WhiskeySix

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    Thumbs up Re: Firing Squad

    Quote Originally Posted by Reaperassault View Post
    Either get them up or leave them there, but its stupid to kill someone just so they come back with more health. That just feels so anti-TG.
    I agree

    And as Whiskey said, if nothing can be done, leave them as "The Great Zombie Attractor"

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    Re: Firing Squad

    Just to play devil's advocate, I've on more then one occasion fired auto-shotty rounds into an incapped teammate near the rescue vehicle on BH5. It's impossible to get someone up once they are down at that point, and I've seen the tank incap an entire team while inside the rescue vehicle waiting for a downed teammate to be killed/rescued.

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  13. #7

    WhiskeySix's Avatar

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    Re: Firing Squad

    Quote Originally Posted by Morganan View Post
    Just to play devil's advocate, I've on more then one occasion fired auto-shotty rounds into an incapped teammate near the rescue vehicle on BH5. It's impossible to get someone up once they are down at that point, and I've seen the tank incap an entire team while inside the rescue vehicle waiting for a downed teammate to be killed/rescued.
    That's different though... that's a him-or-us situation that might plausibly happen in real-life (or, in the real-life portrayed by the game anyway). You didn't kill him to take advantage of a game-engine mechanic (respawn-with-more-health).

    |TG-12th|WhiskeySix

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    Re: Firing Squad

    As long as the entire standing team is in the rescue vehicle it will leave. If you get knocked down while the three other people are in the heli, then it just leaves you. Only time to TK is when they're not able to get into the rescue vehicle.

    Since this happens on versus a lot, it's also kinda hard to teamkill. Friendly fire is like 2 damage for most guns.

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    Re: Firing Squad

    Quote Originally Posted by Morganan View Post
    Just to play devil's advocate, I've on more then one occasion fired auto-shotty rounds into an incapped teammate near the rescue vehicle on BH5. It's impossible to get someone up once they are down at that point, and I've seen the tank incap an entire team while inside the rescue vehicle waiting for a downed teammate to be killed/rescued.
    Doesn't it end the game if there are downed survivors (incapped, not necessarily hunter pounced or such) with the remaining in the rescue vehicle?

    So, how did this manage to happen, I wonder? (/cough)

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    Re: Firing Squad

    Quote Originally Posted by Celestial1 View Post
    Doesn't it end the game if there are downed survivors (incapped, not necessarily hunter pounced or such) with the remaining in the rescue vehicle?

    So, how did this manage to happen, I wonder? (/cough)
    The rescue vehicle will only leave when all living survivor are inside it. I've personally gotten inside the vehicle as a tank and incapped 3 survivors waiting to leave because a teammate is stuck outside incapped. The guys that I play with, we have an agreement. We either kill incapped teammates ourselves so as to "not let them get eaten" or we get them up, we never leave them behind as "bait".

    As for the topic of doing this in co-op, I think it's fairly stupid of the game to allow for this to be more benificial then actually reaching the safehouse. I'm actually hoping this is something Valve addresses, and has the game start anyone who reaches the safehouse with at least 50 health in the next co-op level, right like you would have gotten if you had died. IMHO it's poor game design to have a situation where you gain a larger benifit intentionally dying then you would completing your objective.

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  21. #11
    Avs
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    Re: Firing Squad

    This is the same as killing off your teammates before ending the map so they can respawn at 50 hp instead of 1hp or temp hp.

    Ok, so considering you have not reached the radio yet:

    1. You will respawn if dead at the stairwell
    2. You are just incapped at the moment, and can be revived

    I think it would be best to just pick up the incap (since its the finale, nothing is going to spawn and attack you guys), and deal with it. If you follow the 2 knockdowns rule, you end up with 60 temp health versus 50 perm health. While the 50 perm health is great, it isn't much on Expert. Sure you can argue that a revived character gets 2 more knockdowns instead of one (50+60), but there is no guarantee.

    Because its expert, and you are likely to use the closet method (if you were going gun + square methods perhaps you want to get as much HP as possible first), the hp difference is not going to matter much. This plus the fact that you get a free health kit before starting means theres almost no difference since there is a 88% (made this up) chance you will heal before engaging the first tank phase if you are hurt (yellow hp).

    So given the situation, if you really wanted to play it from having the most HP for the finale, you would rather just all die and restart with all green hp from the last round (or original hp). This makes the most sense.

    Since you guys didnt do that, the difference is the time taken to decide to shoot you, versus climbing down and picking you up so you can climb back up the ladder. The pros is that shooting is faster, but not by much. The cons is that you being alive means you kept your grenade from the original spawn safehouse. Now you have to go back and get it if you want it or if there arent other grenade spawns. Or if you had a health pack from spawn unused.

    Putting it all together means, your team should have picked you up.

    + health pack
    + grenade
    + 1 more knock down
    +30 temp health (enough to get past phase 1 of the finale)

    versus shooting you.

    - health pack
    - grenade
    + 2 more knock downs
    +50 hp

    Now what if the team went and got your gear anyways? They should have picked you up since it would take the same amount of time, and you get more benefits.

    And of course, there is the whole "nobody gets left behind" mantra from one side. Or, the AAR standpoint. Or the "thats an exploit" perspective.

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