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Discussion: Action / Left 4 Dead - New types of Infected in L4D2 and some features - Oh yes, there will be more guns than there was in L4D 1. There are
  1. #46

    Kebab-Kastike's Avatar

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    Re: New types of Infected in L4D2 and some features

    Oh yes, there will be more guns than there was in L4D 1.
    There are reports of some of the L4D 1 weapons coming back, some of the tier 2 weapons demoted to tier 1 (appears as if the hunting rifle has been demoted to tier 1), plus the pistols. You can go akimbo, but there's two new pistols that are too powerful and you need both hands to hold them - these are magnum and revolver.
    Some of the new footage suggests that there's laser sight add-on that can be picked up for magnum atleast. All I have seen is hazy picture that said something like "laser sight added to magnum".

    In the current build of the game the melee weapon goes to pistol slot. Before - you used to be able only to carry your melee weapon, when you wanted to shoot you had to drop the melee weapon.

    The ones you mentioned are in as well. The sniper rife will be Heckler & Koch HK41SG1, it has bigger clip than L4D1's sniper rife and from the gameplay footage I've seen it works pretty well without scope as automatic rifle.
    Then there's Mossberg 500 Marinecote, tier 1 shot gun, pretty much like the one in L4D1. And let's not forget the Grenade Launcher.
    Then there's 50cal machine gun, but as far as I know, it takes the place of the minigun. However the 50cal doesn't overheat, doesn't require you to spin the barrel before shooting and it has limited amount of ammunition.
    There's other weapons aswell - but there's not much footage about them. Something along the lines of bolt-action carbine.


    What comes to the throwable bombs and such there hasn't been any public info about them, but there will be something new. There was something about this in L4D2 PCGamer article, but I don't have access to such magazines nor have I seen scans of the article.
    The point however is clear - there should be new throwables.

    What is awesome though that there are new pick-up-ables too. So far confirmed are adrenaline shot and ammo pick up.
    Adrenaline shot goes to pills slot and gives temp health, but also disables the common infected from being able to hinder your movement. You can also bash your weapon at them without being fatigued by it.
    The ammo pick up goes to health kit slot and gives you, or your teammate more ammo.

    This is truly going to be more epic game than the first one. In a way, I feel bad for the fellas who joined the boycott.

    EDIT: Oh and yes, in the No Mercy level, before you enter the backroom of the burger joint, you have that alley area, with the storage room in the middle. In the alley where there's the truck parked and on the other side there's the small garage with white car in it - one of the garage doors may be open on that alley. It's right at the beginning of the level. You can start singleplayer game and load up that level. Check out that area, restart the map for a few times and you should see that the alley is not the same all the time.
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  3. #47

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    Re: New types of Infected in L4D2 and some features

    In the current build of the game the melee weapon goes to pistol slot. Before - you used to be able only to carry your melee weapon, when you wanted to shoot you had to drop the melee weapon.
    Was a better solution More tactical and fun to be "that" melee guy

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  5. #48

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    Re: New types of Infected in L4D2 and some features

    You know, in regards to melee, I just realized something; I've never heard a mention of the chainsaw being in the game. It's in the teaser trailer, but I've yet to see it in footage or been said that it was in. Any info on that?


    And, I have to agree, L4D2 is shaping up to be the beefier bigger brother of L4D1. I would sure love to see the L4D1 campaigns refitted for L4D2; it'd be like getting L4D1 all over again only now it's more awesome and contains twice the content.

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    Re: New types of Infected in L4D2 and some features

    Quote Originally Posted by Kebab-Kastike View Post
    It's most obvious with No Mercy level 2 - at the level beginning when you leave the safe room through the storage room into that alley where on the left hand side there's the truck blocking the path to the gas station and on the left hand side there's the white car. On this route the storage halls on the left hand side might be open.
    I just wanted to point out, that garage door that is sometimes open..

    It automatically opens when you activate the lift to start the event, if it's open before that, it's due to a boomer-horde being spawned in there. That door has an entity tied to it to open with the event and it is also set to only be "broken" open by common infected and does not allow it to be "passed through" by ghost SI. The nav file extends into the garage so the director can choose to place infected in there but they will basically do nothing unless boomer-bile attracts them. (Ya, I decompiled this map awhile back to see why my no-meds tweak seemed to never remove the medpack at the end of nm-3, so if you do the same I guarantee you will see the same thing)

    The only "dynamic changes" in L$D1 are pickup-item spawn locations or if you are playing on a server with a specific SM mod installed which allows an admin to spawn or de-spawn certain prop's at his whim. Ydiss tweaked a mod to make some of the maps more competitive using this method without forcing clients to download a new version of the map.

    As for dynamic pathing, they still haven't released much information as to the nuts and bolts of how this would occur. The "never play the same way twice" most likely has more to do with the gameplay then the pathing differences. I'm guessing they are going to go with a few pre-designated paths the AID can choose from as technically that's far easier to pull off then allowing the director to control essentially map generation in certain sections of maps. I could be wrong, they have stated publicy very little information about the technical side of the dynamic pathing so it really is up to us to guess at this point how that is going to occur.

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  9. #50

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    Re: New types of Infected in L4D2 and some features

    I wonder if there will be more types of ammo than just incendiary. In one of the trailers, the shot reduced your health and blurred your vision, like when you almost die.




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  11. #51

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    Re: New types of Infected in L4D2 and some features

    Quote Originally Posted by Lyramion View Post
    Was a better solution More tactical and fun to be "that" melee guy
    I agree. I was a bit disappointed when I first noticed how the melee pickup works. Glad they 'fixed' it to the current system.

    Quote Originally Posted by Celestial1 View Post
    You know, in regards to melee, I just realized something; I've never heard a mention of the chainsaw being in the game. It's in the teaser trailer, but I've yet to see it in footage or been said that it was in. Any info on that?
    There isn't any ingame footage, but it's coming. Chet said that it's one of the first melee weapons they came up with and said it's a must.
    I'm sure it's reason of it being harder to import into the game as it's not your traditional melee weapon but actually need brand new code instead of using modified crowbar code.


    Quote Originally Posted by Morganan View Post
    I just wanted to point out, that garage door that is sometimes open..

    It automatically opens when you activate the lift to start the event, if it's open before that, it's due to a boomer-horde being spawned in there. That door has an entity tied to it to open with the event and it is also set to only be "broken" open by common infected and does not allow it to be "passed through" by ghost SI. The nav file extends into the garage so the director can choose to place infected in there but they will basically do nothing unless boomer-bile attracts them. (Ya, I decompiled this map awhile back to see why my no-meds tweak seemed to never remove the medpack at the end of nm-3, so if you do the same I guarantee you will see the same thing)

    The only "dynamic changes" in L$D1 are pickup-item spawn locations or if you are playing on a server with a specific SM mod installed which allows an admin to spawn or de-spawn certain prop's at his whim. Ydiss tweaked a mod to make some of the maps more competitive using this method without forcing clients to download a new version of the map.
    I see. I had just noticed that sometimes it's open and sometimes it is not and I think I've found items in there.

    Quote Originally Posted by Morganan View Post
    As for dynamic pathing, they still haven't released much information as to the nuts and bolts of how this would occur. The "never play the same way twice" most likely has more to do with the gameplay then the pathing differences. I'm guessing they are going to go with a few pre-designated paths the AID can choose from as technically that's far easier to pull off then allowing the director to control essentially map generation in certain sections of maps. I could be wrong, they have stated publicy very little information about the technical side of the dynamic pathing so it really is up to us to guess at this point how that is going to occur.
    They have said that AID2 can change the layout of the maps and control weather depending on how well your team is doing.
    They've also released those 3 pictures (which I posted as one small, because I couldn't be bothered with uploading all three of them) showing how it may choose the route. These are all of course pre-designated - I couldn't imagine them putting so much code and work on the AID that could be done with few more simple entities in the level.

    Here's a good read on what we know so far:
    Quote Originally Posted by http://www.zombicidal.com/
    The original AI Director was a heuristic script that changed item/Infected spawn locations and music to vary the intensity of the game. In Left 4 Dead 2, the new-and-improved AI Director 2.0 will have even more control. In addition to spawning and music, the AID2 will be able to control weather conditions and even the physical layout of some parts of the map. By rearranging obstacles, it can make effecting escape more difficult for Survivors doing well and easier for Survivors on the Xbox. Zing!

    Currently, the obstacles/locations we know the AID can rearrange are the hedges in the garden maze (Jackson Square in The Parish 2), the crypts of the cemetery, the cars in the impound lot, and the cars and bombing holes in The Parish finale. In Swamp Fever, the AID can control which areas of boardwalk will break underfoot. We don’t know if the AID picks from pre-fabricated routes or if it has a pseudorandom algorithm for arranging them. Example of the different paths the Director can choose are shown below.

    The AID2 can also control weather and other effects to completely customize the experience. This is especially true for the third campaign, which takes place in a marsh-like area. A lot of the map will be relatively open, so to make things more difficult, the Director can suddenly bring a harsh downpour that severely limits visibility, making it almost impossible to spot Infected and even teammates. Outlines won’t appear in the rain. According to Chet, “We’re giving it control over the weather now. Now you go from [a sunny day] to holy crap man, I can’t see anyone around me. It’s like the Blood Harvest cornfield, right.”
    Quote Originally Posted by Mech__Warrior View Post
    I wonder if there will be more types of ammo than just incendiary. In one of the trailers, the shot reduced your health and blurred your vision, like when you almost die.
    Yes. There's the normal type of ammo, incendiary - that sets infected on fire (except the hazmat infected, that is immune to fire) and explosive ammo that explodes on hit and knocks infected back.
    The special ammo lasts only one clip and is lost if you reload. Sure you can pick up more though after you've shot one clip.
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  13. #52

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    Re: New types of Infected in L4D2 and some features

    Just thinking about how the AID2 can rearrange the map; I wonder if they will be putting multiple versions of each 'difficulty' setting the AID would use if it is using preset options based on the ability of the survivors.

    For example, you're playing on the level with the bridge and your team is doing great. The bridge will be bombed closer to where you begin on it. However, there might be 2 different locations/ways that this will be done. Say, for version 1 of 'hard' setting, the bridge would be bombed 10 meters in, and you would watch the explosion happen from a distance, as you approach, and would blow up on the right side of the bridge, but collapses the left side afterwards. For version 2, the bridge might be bombed 15 meters in, but the bomb will hit when you are much closer to the area, and the explosion effect might hit to the left side and the right side will be blocked by abandoned, crashed vehicles.

    It would add another level of randomness to the whole affair, instead of getting accustomed to 'oh, we did well, bridge is going to bomb... now'.

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  15. #53

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    Re: New types of Infected in L4D2 and some features

    Well, we don't really know that until we can play it or told in further detail.
    The stuff I posted about how I think the whole system works was purely speculation. Looking at the picture there's clearly easy, medium and hard difficulty - yet looking at the layout, some areas of the map aren't even visited which them leads me to believe there could be more of these difficulty versions.

    Oh and if your team is doing too well on the easy layout - the director could always throw in fog that makes the whole area feel like blood harvest corn field. Imagine fighting tank there.
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  17. #54

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    Re: New types of Infected in L4D2 and some features

    Quote Originally Posted by Kebab-Kastike View Post
    Oh and if your team is doing too well on the easy layout - the director could always throw in fog that makes the whole area feel like blood harvest corn field. Imagine fighting tank there.
    It seems interesting to me that they gave the weather effects so much of an influence on the game, from what I have read. It's nice to know that the director could further change how each 'difficulty' plays out, and that might just be real time.

    And, I know you were speculating, I was too... :P

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  19. #55

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    Re: New types of Infected in L4D2 and some features

    Quote Originally Posted by Celestial1 View Post
    It seems interesting to me that they gave the weather effects so much of an influence on the game, from what I have read. It's nice to know that the director could further change how each 'difficulty' plays out, and that might just be real time.

    And, I know you were speculating, I was too... :P
    Oh yes.
    I'm not however completely sure about the quote there, that you couldn't see outlines of the characters. I think that's bit too harsh. It's bad enough that the AI infected know where you are behind all the fog, but making you not even see where your buddies are after you've been punched to another side of the street by tank or charger.
    I think the not seeing outline part might be some developer being misquoted. You can see outlines in blood harvest cornfield - even on expert.
    It's really uncomfortable place to be and you want to get out of there asap. Think of whole level that way. Scary.
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  21. #56

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    Re: New types of Infected in L4D2 and some features

    Quote Originally Posted by Kebab-Kastike View Post
    I'm not however completely sure about the quote there, that you couldn't see outlines of the characters. I think that's bit too harsh. It's bad enough that the AI infected know where you are behind all the fog, but making you not even see where your buddies are after you've been punched to another side of the street by tank or charger.
    I think the not seeing outline part might be some developer being misquoted. You can see outlines in blood harvest cornfield - even on expert.
    I don't know... I would welcome the challenge, personally. The fog and rain may have differences, like the fog may blind you nearly completely, but you can still see outlines, and in the rain you can see slightly farther but cannot see outlines.

    If in the rain, during versus, all players lost survivor silhouettes, it could be a challenge for both teams, meaning that the survivors should do their best to avoid being separated, and the infected have to try a lot harder to find them, but once they do they can really mess the survivor team up.


    I think it would be interesting to see more people yelling 'help, guys, a smoker got me!' and 'where?!', or even just 'what building are you guys in?! hello?'

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  23. #57

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    Re: New types of Infected in L4D2 and some features

    nothing else to report?

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  25. #58

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    Re: New types of Infected in L4D2 and some features

    Quote Originally Posted by Blade.3510 View Post
    nothing else to report?
    If you thirst for more check out http://www.zombicidal.com/l4d2/

    It's bit out of date, but still lots of good info. (EDIT: Scratch that, looks like they've updated it and it's up to date now. )
    EDIT2: I added a jockey video into the OP.
    EDIT3: Added info that there will be more uncommon common infected.
    EDIT4: Had to post this. Nicks comments in this video made me lol.
    Last edited by Kebab-Kastike; 09-13-2009 at 04:26 AM.
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  27. #59

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    Re: New types of Infected in L4D2 and some features

    Quote Originally Posted by Kebab-Kastike View Post
    EDIT2: I added a jockey video into the OP.
    EDIT4: Had to post this. Nicks comments in this video made me lol.
    The jockey has a very strange animation when he 'mounts' the survivors... looks like he's trying to create a child with the back of the survivor's skull.

    Interesting things to note: seems like a lot of infected sounds from the game have been changed; for instance, the hunter screeches instead of screams (or he screams during the entire leap, or both), and the tank now seems to blurt out unintelligable words every so often (and sounds, scarily enough, like the heavy in TF2 at times).

    the conversation between survivors seems to be a lot more frequent now, including everything from map-event based (like when Coach sees a sign, and blurts out 'hey, I've been there before as a kid') to infected-attack comments (when the tank comes, pretty much all of the survivors that can start screaming 'shoot it!', survivors that notice the spitter beforehand will shout 'goo incoming', and responses to attacks like 'what is this sh*t on me'?!), even on item grabbing (instead of 'grabbin pills' coach may say 'i know one thing, i'm getting me some pills!')

    I find that some of the 'swarm' music is annoying, while some of them are tolerable and sometimes even enjoyable. My most hated from the videos I have seen is one where there is a repeating 'UFO' type of sound.




    Also, the jockey when in a crowd blends in pretty well, considering his strange stature. I'm sure that in a swarm he'll blend very, very well.

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    Re: New types of Infected in L4D2 and some features

    Quote Originally Posted by Celestial1 View Post
    The jockey has a very strange animation when he 'mounts' the survivors... looks like he's trying to create a child with the back of the survivor's skull.
    I thought just the same thing.

    Quote Originally Posted by Celestial1 View Post
    the conversation between survivors seems to be a lot more frequent now, including everything from map-event based (like when Coach sees a sign, and blurts out 'hey, I've been there before as a kid') to infected-attack comments (when the tank comes, pretty much all of the survivors that can start screaming 'shoot it!', survivors that notice the spitter beforehand will shout 'goo incoming', and responses to attacks like 'what is this sh*t on me'?!), even on item grabbing (instead of 'grabbin pills' coach may say 'i know one thing, i'm getting me some pills!')
    I guess this is because lots of people liked these kind of "random" conversations. I know I did, glad to see them return in greater magnitude.

    Quote Originally Posted by Celestial1 View Post
    I find that some of the 'swarm' music is annoying, while some of them are tolerable and sometimes even enjoyable. My most hated from the videos I have seen is one where there is a repeating 'UFO' type of sound.
    Yes, every campaign will have it's own music theme and I think it's just matter of getting used to them.
    But I must say, I was wondering about that UFO thing too, where it would fit in a carnival. I think the humppa style music in the background would've been more fitting without the weird UFO sound.

    Quote Originally Posted by Celestial1 View Post
    Also, the jockey when in a crowd blends in pretty well, considering his strange stature. I'm sure that in a swarm he'll blend very, very well.
    Noticed the same thing. Must be because he is so small when he is "standing" so he can blend his silhouette and hide easier.
    Oh and the laugh he (why am I calling it he?!) makes, just crazy scary.
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