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Author Topic: Left 4 Dead 2 Update, Feb 5/2010  (Read 1052 times)
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PhareSide
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« on: February 08, 2010, 01:18:18 AM »

In case you didn't read this yet:

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Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. XBOX 360 users will see these changes in an upcoming title update. The major changes include:

Gameplay

    * Now ghost PZ's can never be staggered
    * Enabled PZ bots
    * PZ bots use their more aggressive survival mode behavior in versus and scavenge
    * Enabled finale manual spawn by default
    * Fixed human PZ players not getting counted when they were dead, allowing extra PZ bots to spawn
    * Reduced effectiveness of melee weapons against the Tank ( 5% of max health, from 10% )
    * Fixed a case where a player who dies, then is rescued from a rescue closet, and then is revived from a ledge hang receives the secondary weapon that he lost when he was initially killed
    * Improved SurvivorBot AI in cases where the bots refused to shoot through their teammates and became non-responsive
    * Fixed issue with witch sometimes taking on uncommon common properties
    * Fix for cheaters quitting before the vote to kick them would succeed and avoiding ban on server
    * VAC banned users can now play L4D2 single-player, commentary mode and credits


Map Fixes

    * Dark Carnival Fair Ground: added env_player_blocker to keep special infected from getting stuck
    * Dark Carnival Fair Ground: added navigation area that was missing
    * Dark Carnival Fair Ground: Disconnected drops that were blocked by the top of a fence
    * Swamp Fever Plank Country: Deleted 2 nav areas that connected between tree trunks you can't pass through
    * Swamp Fever Shanty Town: Redrew ladder thinner so special infected could climb up to the roof
    * The Parish Waterfront: Fixed various navigation areas
    * Mall: Tuned spawning for difficulty

http://store.steampowered.com/news/3408/
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« Reply #1 on: February 08, 2010, 02:44:07 AM »

Any Updates That Make The Game More Playable is Good
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« Reply #2 on: February 10, 2010, 04:07:44 PM »

Now if they could just give melee weapons a cool down like melee shove.

It will never make any sense why they punish people for using pistols/magnum.

I can only shove 4 or 5 times but i can swing an axe and kill a million zombies over n over and not get tired?  Im tired of see people fight off getting boomed on in seconds all by themselves.
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« Reply #3 on: February 11, 2010, 09:27:04 PM »

So fighting a tank with a melee weapon is worse ?
Don't like
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« Reply #4 on: February 11, 2010, 09:31:35 PM »

So fighting a tank with a melee weapon is worse ?
Don't like
Fighting tanks with melee weapons is a noob crutch. 1K a hit? come on, that's 10% of his health! 5% is a bit high, I would have gone with 250 a swipe.  Valve is much more generous than I am.
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« Reply #5 on: April 07, 2010, 12:01:56 AM »

Melee weapons should do comparable damage to the magnum. Kill zombies in one hit, and SI in multiple hits. Unfortunately melee weapons are as belth says, a n00b crutch, and as it stands it's pretty much infinitely more useful to have a melee weapon on you. An experienced survivor can kill an inexperienced tank by himself with melee weapons. Chargers die in two melee hits or one if someone got a few shots in before they got charged... it can take quite a few shotgun shells to take down a charger. L4D2 is totally and completely n00b friendly, whereas L4D punishes n00b hard. It's honestly really frustrating. I like the variety added by L4D2, but the melee weapons, and changes to the tank and witch consistently prove to me that valve wants the series to be more n00b friendly.

The tank needs to go faster when it's on fire, due to the fact that fire lowers it's health now. The witch is only a punishment to severe n00bs, as even a miscr0wned witch, or a witch set off by sheer ignorance, can easily be put down by a couple survivors paying attention with uzi's (or one survivor paying attention with a shotty) AND AGAIN. One survivor paying attention with a melee weapon means the end of a kill-mode witch too.
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« Reply #6 on: April 07, 2010, 02:39:11 AM »

I think melee weapons shouldn't harm witches much. I'd like 0 damage, no joke.

Set them to 300 on the tank.

Keep them on the SI damage, I like that. (Chargers can be killed in one hit at full health if you're super pro, but it's incredibly hard. I managed to do it once by fluke.)

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« Reply #7 on: April 07, 2010, 03:33:44 AM »

After playing a lot more versus lately, I guess I can see your point T_T
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« Reply #8 on: April 07, 2010, 09:02:47 AM »

melee a crutch for noobs ? i think not think of it as a learning experience for the player playing as a tank ex. he runs in at the survivors carelessly hes gonna get killed and him or her probably wont be  making the same mistake any time soon. its funny cause i would see players who abuse the melee weapons when facing a tank take more damage from going after him to hit him with that bat rather than keeping his distance and shooting. 
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« Reply #9 on: April 07, 2010, 05:17:21 PM »

Nono dwranne. The point of the tank was always supposed to be that he's brutal at close range, and a wuss against full health survivors that know how to dodge. Any scrub tank will learn a lesson against pros with green health, even on L4D. The tank rock throw was only added to give the tank a way to damage survivors with green health that the tank is unable to catch. It's ALWAYS been intended for the tank to run in and punch, PRIMARILY. It is baffling to me why they would give the survivors such a broken way to fight the tank at close range.

I'm pretty sure the melee weapon has to connect with a charger's head to kill it. Which would still kill it if the melee weapons did a bit less damage to the SI if head damage works the way I think it does.
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« Reply #10 on: April 07, 2010, 10:29:20 PM »

your forgetting the stun effect the tank gives out after he hits the survivors their are times when a tank can hit some one once and keep on hitting them before the survivors can get out of the "getting up animation" ex)a tank hits you in a corner chances are 99.99999% of the time your going to get in-caped  i believe the melee weapons are  intended to combat that problem i don't know why in the world you guys would complain about how much damage the melee weapons causes when on countless occasions we won game because we melee spammed the tank.
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« Reply #11 on: April 07, 2010, 11:10:20 PM »

I'd rather own a tank with good team work and smart tactics!
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« Reply #12 on: April 07, 2010, 11:28:56 PM »

 And what do you consider "smart tactics "?all you have to do is melee spamming a tank when he gets close. and shooting it while its to far nothing  smart about that its just commonsense.
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« Reply #13 on: April 08, 2010, 02:43:26 AM »

And what do you consider "smart tactics "?all you have to do is melee spamming a tank when he gets close. and shooting it while its to far nothing  smart about that its just commonsense.
calm down dwranne mach suddenly thinks hes pro all of a sudden itl pass in time Tongue
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« Reply #14 on: April 08, 2010, 05:35:58 AM »

this is coming from someone who knows, I think dwranne is drunk today or something.  or he went to the witchunter school of typing.
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