Poll: L4D2 First impressions

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Kelbear

New member
Aug 31, 2007
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Having a blast with the game,

Thoughts:
1) Realism is great, but they should remove crosshairs and totally remove the glows. Love the change in feel, haven't gotten a team to finish a campaign in expert w/ realism mode yet, but I only play with pick-up groups which makes this much harder. The toughest part is the DEVASTATING friendly fire from people who were relying too much on the player glows to know when not to shoot.

2) Would like them to add a "wave hands above your head" animation too to help draw player attention to you. Saying "it's over here" doesn't mean a damn thing when your voice is just playing right in their ear. Saying "It's over by Coach" is better, but still takes other people some time to react to. You can't see other people's flashlights or else I'd flick it on and off to signal a direction.

3) Love the running alarm sequences, seems like the majority of incaps occur during these sections. Probably because most people just run pellmell towards the alarm instead of making a determined and concerted push. A real nice twist on the gameplay.

4)The fueling sequence was fun, but a little too gentle. Seen teams complete this finale without needing any teamwork at all, just 4 players running off in 4 directions. Definitely won't work this way in versus, but in co-op they should spawn special infected more regularly to force players to pair off when they go can-hunting.

5) They did a better job with the weapon distribution. They sprinkle them across the campaign instead of just putting down a big ol' pile out at once.However, I think all weapons should disappear when picked up though, like the melee items. L4D2 gives weapons more frequently, with more powerful weapons available, so having them disappear on pickup would help offset the abundance of weapons. The tweaked ammo count is better than before, and balanced well considering the increased utility of the secondary slot.

6) Hard to get a good feel for the blunt weapons. Can't tell if I only got a glancing hit or a fatal hit, so I often have to hit'em twice just to make sure. I always take the sharp weapons instead as a result since they provide more feedback.

7) There's less kill feedback in general. While it's entertaining to see visual damage on the zombies, there's actually less indication of a kill than in L4D1. In L4D1 a headshot dropped'em instantly, or sent them into an easily recognized death animation. In L4D2 I'm not sure if I've headshotted them or merely stumbled them since there's so many twist and turn animations. It's even more annoying when my screen shows a burst of blood from the zombie's head, but the zombie keeps coming anyway, despite the fact that a bullet is a 1-hit kill. Maybe it's server lag from the deluge of players at release, but I'm seeing a lot of this client/server discrepancy. It'll just take some time to get used to it I guess, it's not necessarily a bad difference, just a difference.

8) The tank could use some help. The survivors got more powerful equipment, and the infected got more versatile special infected, but the poor tank is still the same as before. Again, not a problem in versus, but in co-op he still spawns alone most of the time, and a tank without SI support gets cut to pieces very quickly.

9) Maps are a bit shorter, but much more open. You can definitely notice the lessons that the map designers learned. Far fewer corners and walls for teams to use for shelter, forcing the players to engage hordes out in the open. A lot of the pickups are placed a good distance from the main path which helps balance the benefit of the pickup against the additional time for the AID to spawn more ambushes.
 

xXGeckoXx

New member
Jan 29, 2009
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Kelbear said:
Having a blast with the game,

Thoughts:
1) Realism is great, but they should remove crosshairs and totally remove the glows. Love the change in feel, haven't gotten a team to finish a campaign in expert w/ realism mode yet, but I only play with pick-up groups which makes this much harder. The toughest part is the DEVASTATING friendly fire from people who were relying too much on the player glows to know when not to shoot.

2) Would like them to add a "wave hands above your head" animation too to help draw player attention to you. Saying "it's over here" doesn't mean a damn thing when your voice is just playing right in their ear. Saying "It's over by Coach" is better, but still takes other people some time to react to. You can't see other people's flashlights or else I'd flick it on and off to signal a direction.

3) Love the running alarm sequences, seems like the majority of incaps occur during these sections. Probably because most people just run pellmell towards the alarm instead of making a determined and concerted push. A real nice twist on the gameplay.

4)The fueling sequence was fun, but a little too gentle. Seen teams complete this finale without needing any teamwork at all, just 4 players running off in 4 directions. Definitely won't work this way in versus, but in co-op they should spawn special infected more regularly to force players to pair off when they go can-hunting.

5) They did a better job with the weapon distribution. They sprinkle them across the campaign instead of just putting down a big ol' pile out at once.However, I think all weapons should disappear when picked up though, like the melee items. L4D2 gives weapons more frequently, with more powerful weapons available, so having them disappear on pickup would help offset the abundance of weapons. The tweaked ammo count is better than before, and balanced well considering the increased utility of the secondary slot.

6) Hard to get a good feel for the blunt weapons. Can't tell if I only got a glancing hit or a fatal hit, so I often have to hit'em twice just to make sure. I always take the sharp weapons instead as a result since they provide more feedback.

7) There's less kill feedback in general. While it's entertaining to see visual damage on the zombies, there's actually less indication of a kill than in L4D1. In L4D1 a headshot dropped'em instantly, or sent them into an easily recognized death animation. In L4D2 I'm not sure if I've headshotted them or merely stumbled them since there's so many twist and turn animations. It's even more annoying when my screen shows a burst of blood from the zombie's head, but the zombie keeps coming anyway, despite the fact that a bullet is a 1-hit kill. Maybe it's server lag from the deluge of players at release, but I'm seeing a lot of this client/server discrepancy. It'll just take some time to get used to it I guess, it's not necessarily a bad difference, just a difference.

8) The tank could use some help. The survivors got more powerful equipment, and the infected got more versatile special infected, but the poor tank is still the same as before. Again, not a problem in versus, but in co-op he still spawns alone most of the time, and a tank without SI support gets cut to pieces very quickly.

9) Maps are a bit shorter, but much more open. You can definitely notice the lessons that the map designers learned. Far fewer corners and walls for teams to use for shelter, forcing the players to engage hordes out in the open. A lot of the pickups are placed a good distance from the main path which helps balance the benefit of the pickup against the additional time for the AID to spawn more ambushes.
Yeah I completed all the campaigns. I thought the maps where lnger actually and there are also 5 campaigns.
 

ToMegaTherion

New member
Mar 22, 2009
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I have only played the demo yet, but I am completly addicted. I need to buy this game as soon as possible
 

AkJay

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Feb 22, 2009
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I only played Dead Center so far, but I do love how much the game has changed, and I can say without any doubt that all the boycotters were wrong; this could not have been DLC.
 

Abedeus

New member
Sep 14, 2008
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It's okay.

Not going to pay almost 130 PLN for it, at least not for now. Played the demo, seemed easy with good players, impossibly hard with idiots who use medpacks when they are at 50% even though someone else is at 10% (...yeah, teamwork, yay) and still fail.

At least they addressed the Versus issues, where people would just gather in one spot and kill everything in the place. Now a Spitter will clear them out REALLY nicely, Charger can break anyone in a narrow alley (can't wait to try it out) and Jokeys are more annoying than Hunters or Smokers. Also those new Witches are nasty as hell.
 

Captain Pancake

New member
May 20, 2009
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I don't get it till friday but the demo's got me hooked already. I loved all the new weapons, especially the combat rifle. I'm a little perplexed, though. Which is better, the spas-12 (combat shotgun) or the benelli (auto shotgun)?
 

Kelbear

New member
Aug 31, 2007
344
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http://forums.steampowered.com/forums/showthread.php?t=1013160

The weapon stats for L4D2 are here.

I don't know how the auto-shotty in L4D1 compares to L4D2's, but at least you can see how the L4D2 guns compare with each other.
 

USSR

Probably your average communist.
Oct 4, 2008
2,366
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I don't know, for reasons of not having it at the moment.

I should be playing it on the PC within the next few days though.
 

haruvister

New member
Jun 4, 2008
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Some good points although I disagree with 9 - the maps seem way larger to me. I mean, there's nothing anywhere near as short as, say, the first map on No Mercy.

On a general note I've finished all the campaigns now and I can safely say it'll keep us all hooked in the same way the original did. The last part of The Parish (the bridge sequence) is truly a wonder to behold.

Just got to learn that I'm not ready for Expert mode yet - ouch.
 

StonkThis

New member
Aug 12, 2009
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Captain Pancake said:
StonkThis said:
L4D2 is out?
In the US, it was released today. in Europe (or at least Britain) it comes out this friday, and I couldn't be more excited.
I'm assuming that would be the same date for Canada. Am I the only person who doesn't give a crap about it?
 

Internet Kraken

Animalia Mollusca Cephalopada
Mar 18, 2009
6,915
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Hardcore_gamer said:
I think the game is ok. The game has more weapons and enemy's but i can't help but feel that nothing has really changed in terms of gameplay and it's somewhat of a led down.
I completely disagree. The only campaign I have played so far is Dead Center and I can already say that they have changed a lot in terms of game play. It feels vastly superior to Left 4 Dead.

And Scavenge is awesome.
 

Kiefer13

Wizzard
Jul 31, 2008
1,548
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From what I've played of it so far (A run through all of the campaigns on singleplayer to get a feel for them, and a couple of rounds of versus), it's absolutely excellent.
 

Kelbear

New member
Aug 31, 2007
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IdealistCommi said:
Hmm
I have only played alittle
But I would like to know, what really does realism mode do?
Realism mode:
1) Removes player outlines
2) Removes item glow from a distance(still occurs at close range)
3) Decreases damage dealt to the body on zombies so that you're encouraged to focus on headshots.

That's all that realism does. Very small changes, but results in a noticable difference in gameplay.
 

Darzen

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Aug 27, 2009
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the witches always seem to be RIGHT in the way.and since you can't use your light in the dark witches look alot like normal zombies.you can't get close to them,you can't shine a light on them,your A.I's seem to have no trouble kicking the witch,and it seems witchs are always blocking the main path.Please tell help me side step the frickin witch without my teammates going and shooting them.
 

Kelbear

New member
Aug 31, 2007
344
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Darzen said:
the witches always seem to be RIGHT in the way.and since you can't use your light in the dark witches look alot like normal zombies.you can't get close to them,you can't shine a light on them,your A.I's seem to have no trouble kicking the witch,and it seems witchs are always blocking the main path.Please tell help me side step the frickin witch without my teammates going and shooting them.
Witches can be killed by having one person hit and run down an exit route. The other 3 line the exit route (making sure to avoid crossfire!!) and blast the witch as she goes by (making sure NOT to get in her way!). Set it up properly, set it up quickly, and execute it properly, and you can kill the witch without any special tools.

But you can deal with the witch using:
1) Crown with a shotty.
2) Crown with an Ax
3) Have one person startle, and a SECOND person chainsaw her.
4) Set her on fire to half her speed
5) Bile bomb her to smother her with zombies
6) Headshot with the hunting rifle to stumble her from afar, giving more time for the group to take her down with gunfire.

They give you a lot of options in dealing with them. The plans often go wrong and somebody may die, but you have options.
 

G1eet

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Mar 25, 2009
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Going by the demo, the only problems I have are with the Charger and the perceived difficulty- with a machete and SCAR in hand, I felt on top of the world.

As for the Charger... he's a ninja tank. Too many times did I walk into an alleyway, only to be face-palmed by the world's most lopsided undead. With a signature soundbyte like most other specials, I'd be mollified.