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Old 03-27-2009, 01:30 AM   #16 (permalink)
 
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Re: March 25th 2009 - New update

I'd like them to increase the number of melee swings before you get slowed, five does seem a little too quick.

If it was me I'd tie in the number of swings to go down as you get hurt...start with 10 for 100% health and every 10% damage take away one swing.
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Old 03-27-2009, 02:07 AM   #17 (permalink)
 
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Re: March 25th 2009 - New update

Yeah after playing with it tonight, I think they should increase number of hits before fatigue, it just gets too easy for the common infected, let alone the special ones, to land serious damage in versus advanced.
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Old 03-27-2009, 08:11 AM   #18 (permalink)
 
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Re: March 25th 2009 - New update

I think it is a major change for this late in development. It has the potential to turn a lot of people off to it even if they would have been fine with it had it been around the whole time.

The boomer was the weakest of the 3 until this update. I noticed right away that he was more effective in this update. Personally I support the change.

I would have liked to see the survivor get a little something something in exchange for this loss. Perhaps letting the melee charge and make that first hit more powerful when fully charged and then get weaker and slower the more times in a row you do it before letting it FULLY charge.
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Old 03-27-2009, 08:17 AM   #19 (permalink)
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Re: March 25th 2009 - New update

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Originally Posted by FL1Pmode View Post
Yeah after playing with it tonight, I think they should increase number of hits before fatigue, it just gets too easy for the common infected, let alone the special ones, to land serious damage in versus advanced.
VS in Advanced mode is just silly hard now. I think normal difficulty is the most fun now... provided there aren't 73 medpacks strewn about the level
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Old 03-27-2009, 09:45 AM   #20 (permalink)
 
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Re: March 25th 2009 - New update

I would make the tireout related to the power of your swing, the speed of the swing and your health. For example, the more you swing, the longer it takes for you to complete it, the longer it takes for you to swing again, and you deal less damage. Health affects this as well, but I don't know how much it should affect you.
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Old 03-27-2009, 04:30 PM   #21 (permalink)
 
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Re: March 25th 2009 - New update

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Originally Posted by Reaperassault View Post
god I miss melee, it feels so wrong now

I don't mind there being fatigue but only five swings, my grandmother could do more than that
I think they need to tweak it a bit more. Now the boomer is so much more powerful.

I like the idea of a cool down, but we already had one ( the time between attacks ), they just make it a lot longer, and in fact I think it is too long.

Last night, I hit a single infected with melee, it bounced away like normal then came and hit me once before I could melee him again, So i have to shot them now to not take damage.

I could see why you need to have it be longer ( the 4 headed, 8 armed beast ) but I think they made it a little to long.

Then again, I only had a game last night to test this so, maybe it is better.
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Old 03-27-2009, 05:51 PM   #22 (permalink)
 
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Re: March 25th 2009 - New update

I cant restrain myself anymore, I simply have to say this. Please nobody take offense and think I am directing this at anyone in particular....


Remember that scene in Indiana Jones, the Temple of Doom, where he is on the rope bridge and the guy with the sword is blocking Indy's path? Where the guy brandishing the sword swings it around furiously for a few seconds as if to say, "You sir are dead". Indy calmly pulls his pistol out of his holster and shoots the guy in the chest and keeps going with a smile on his face. If that movie was made in the l4d universe before this patch Indy would have pulled out his pistol, twirled it around in his hands a bit, then fought the guy hand-to-hand using his pistol as a melee weapon....

FOR THE LOVE OF GOD, SHOOT THE INFECTED, DONT MELEE THEM! IF YOU HAVE TO USE YOUR MELEE ATTACK 5 TIMES IN A ROW, YOU LET THE INFECTED GET ENTIRELY TO CLOSE AND THUS YOU DESERVE TO TAKE DAMAGE! VALVE MADE THE GAME TO BE PLAYED AT NORMAL DIFFICULTY, THEY DONT CARE ABOUT ADVANCED DIFFICULTY! SURE, THEY SCREWED UP AND MADE NORMAL TO EASY ON THE SURVIVORS, BUT THEY ARE TRYING TO FIX THAT NOW!

Whew, glad I could get that off my chest. We are posting about this on a website called Tactical Gamer, how about we try and come up with new tactics for survivors, instead of saying how much we hate the change.
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Old 03-27-2009, 05:54 PM   #23 (permalink)
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Re: March 25th 2009 - New update

amen.
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Old 03-28-2009, 12:51 AM   #24 (permalink)
 
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Re: March 25th 2009 - New update

Surely on the harder difficulties the character should be tougher than easy or normal and therefore be allowed more swings.
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Old 03-28-2009, 09:41 AM   #25 (permalink)
 
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Re: March 25th 2009 - New update

THAT SCENE WAS NOT ON THE ROPE BRIDGE, IT WAS IN A VILLAGE.

Other than that, I think Morganan has a point. I've given it some thought and realized that the only reason I find this change annoying is the fact that I had gotten used to old tactics, like the "blocker" tactic described here:

http://www.tacticalgamer.com/left-4-...ics-doors.html

I've been using this tactic since the beginning, but I guess it's time for change now.
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Old 03-28-2009, 12:06 PM   #26 (permalink)
 
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Re: March 25th 2009 - New update

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Originally Posted by Mech__Warrior View Post
Surely on the harder difficulties the character should be tougher than easy or normal and therefore be allowed more swings.
Actually, the only changes from normal to expert are FF does more damage to survivors, the normal infected and the tank have more hit points, all infected attacks do more damage and the pills to medpacks conversion ratio is lower. The weapons have the same damage tables and the survivors have the same health pool.

Really, in this game the survivor doesnt get "tougher" the infected get "tougher" on harder difficulties.
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Old 03-28-2009, 12:41 PM   #27 (permalink)
 
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Re: March 25th 2009 - New update

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Actually, the only changes from normal to expert are FF does more damage to survivors, the normal infected and the tank have more hit points, all infected attacks do more damage and the pills to medpacks conversion ratio is lower. The weapons have the same damage tables and the survivors have the same health pool.

Really, in this game the survivor doesnt get "tougher" the infected get "tougher" on harder difficulties.
Well, the stamina increase should help balance it.
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Old 03-28-2009, 02:08 PM   #28 (permalink)
 
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Re: March 25th 2009 - New update

Well yes the game might be more balanced for the normal difficulty but I rather enjoy(ed) the balance that was found on advanced with melee, if only valve would let the melee be a server side option just like every other conceivable variable in the game.
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Old 03-28-2009, 03:20 PM   #29 (permalink)
 
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Re: March 25th 2009 - New update

I liked CS when it was in the beta 7.x series, they ruined the game by changing it since then!


They are changable, just like every other cvar in the source engine not directly tied to the game engine....

z_gun_swing_vs_amt_penalty 1
z_gun_swing_vs_cooldown 1
z_gun_swing_vs_max_penalty 6
z_gun_swing_vs_min_penalty 3
z_gun_swing_vs_restore_time 4

Still, having said that however, no meds+melee fatigue=perfect balance for vs. mode. I challenge anyone who thinks differently to give me 4 full vs. games on a no meds server running on normal difficulty, if you do that, I believe you will agree with me.
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Old 03-28-2009, 05:47 PM   #30 (permalink)
 
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Re: March 25th 2009 - New update

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Well, the stamina increase should help balance it.
Harder difficulties are called 'harder' for a reason.

Accept the change, and bask in the glory that is playing with a team that knows how to cope with the game's ebb and flow.
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