L4D/L4D2 Strategy Guide

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Re: L4D/L4D2 Strategy Guide

Post by Rise: The Game on Fri Sep 10, 2010 1:33 am

Lenan Sidhe wrote:Lol TLS in mid game
I HAVE TO GO GUYS
NO WAIT
Tls has left game

He didnt even HAVE to. It was:

*we get to finale*
"K imma go play persona now."
Pervyrouge has left the game.

"FUCKER!!!!!!!"

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Re: L4D/L4D2 Strategy Guide

Post by RESSURECTED LYLE DAYEK on Fri Sep 10, 2010 9:57 am

We were losing too, right? Was that why he left?

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Re: L4D/L4D2 Strategy Guide

Post by Rise: The Game on Fri Sep 10, 2010 10:33 am

I think it was one of the rare rounds where we were trying, and still getting whooped, but if we did well (everybody survive) on the finale we could have come back. This was also before the patch, so we were stuck with 3 zombies so it kept turning into "SWEET WE HAVE THREE OF THEM!"

"FOURTH GUY HAS SAVED ENTIRE TEAM"

"FUUUUUUUUCK!"

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Re: L4D/L4D2 Strategy Guide

Post by RESSURECTED LYLE DAYEK on Fri Sep 10, 2010 1:14 pm

Ooooooh yeah.

Yeah I know it was close for sure. Otherwise we would have foned it in and just walk right behind the survivors clawing them.

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Re: L4D/L4D2 Strategy Guide

Post by Rozencrutz on Fri Sep 10, 2010 3:05 pm

Yeah now with all the bots its just nonstop special infected murderfest.

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Re: L4D/L4D2 Strategy Guide

Post by Tatsuya on Thu Oct 21, 2010 1:44 am

Might as well add my observations about the game including scavenge and survival and general AI issues.

Spitter:
In scavenge mode or the Dead Center Finale you can set the gas cans on fire if a survivor dropped them, limiting the amount they can score and scavenge and basically negating the survival bonus in the finale.
If you do have to die, try to die in a closed enviroment after you've spit in near the survivors, dying in the doorway that they ahve to advance through is a great delaying tatic if you are the last infected alive and the other's are spawning, as it makes the surviors either have to treck forward through the slime taking some decent damge or waiting and potentially letting another wave attack them
If you can try to spit into the elevator the surivors are in as they activate it so that they are forced to take the major damage that will result.

Boomer:
Your claw can be used even when stumbling, so if you are trying to kamakaze after you puke on a few survivors remember this if they start to melee you.
If you see a witch or cars with alarms try to run infront of them after you bile survivors if you can especially if you leave one non-slimeless as they will try to kill you and in turn either have the witch insta-cap them or summon another horde to deal with the one already coming.
Survivor tip: The boomer bile grenade does not override a sliming by the boomer so do not use it, as it will only attracted another horde to attack you.
Above all use, try to slime survivors in the open instead of closed enviroments, as the horde can more easily surronde the survivors outdoors than indoors
The boomer can often be the one that spells doom for the survivors espcially if he can get all but one of all of the remaining survivors. Since your allies that can down units (Hunters, Smokers etc) can target the one that isn't slimed or all of them since they can't see.
Note for all allies of a boomer: Even though the color might be purple to you, there might be the possiblity that the purple survivor can see again. The purple color status to infected last longer than the blind status to survivors, so make note.

Chargers
SUCK MY KARMA BITCH: The charger next to the boomer, tank and witch can be considered one of the great game changers of the game if the map is right. Areas that have eviromental deaths (The Hotel, Miltown, Town Escape, first level of Swamp Fever, Bridge Finale), allow for a charger to knock survivors into them and already criple a survivor team with the lose of a potentially fully health teammate.
No Melee to for you: You and the tank are the only two SI that can't be staggered by a melee attack, so make use of that if needed.
Punching is a friend: Your punch (L trigger) can do 10 damage per strike combined with your 600 hp, and the fact that it takes only 3 hits to re-down a revived survivor, you can down one and then charge a survivor rather easily.
Make a note that anything and most everything will stop a charge in your tracks, so try to line them up if you can if you mean to try to carry them long distances.
The closer you can charge a survivor the better as you it gives the survivor in question less chance to react.
If you kill a survivor, your gauge for another charge refills automatically.

Jockey
If you incap a survivor with a jockey ride you have to wait 30 seconds before you can ride again, so try to go after survivors that have plenty of health and are cut off from the rest of the group as you can down them rather painfully
Target survivors with scoped weapons. Due to your small frame and rather quick speed the survivor will have a hard time trying to actually hit you before you jump them.
Remember that your movement when riding is determined by the health of the survivor, if they're in water, or if they've taken adrenaline recently.
Riding slimed survivors is great especially right before the horde hits them as they can't offer any resistance to the horde while you ride them allow you to down them quickly and them having to deal with a whole horde of infected while down (basically instant death if no outside help is given to the survivor)

Hunter:
Pounce damage is determined not by how fast you are but by how high up you were from your target when you pounce (max is 25 which is still a lot and if you target a red survivor can insta cap)
You a frail, you only got 250 hp so try to be either the middle or the last one to attack when going in with a group of downing units. You often are also the one that gets targeted first so try to do as much as you can.
Don't steal kills from others unless you know it'd be helpful. Hunters deal more dps than Jockeys or Smokers so only pounce on those if you wanted them downed quickly.
You deal 6 damage with your claw of if you want to mix in with a common horde and just swipe at them and then pounce if you want or flee

Smokers
Hunters that steal kills are your friends: Not because they deal twice the dps than you do but because they take all the attention away from you (unless the survivors are smart and have one of them targeting you). So go into hiding if a hunter pounces on your target.
Your tounges recharge varies a lot, if you get it broken before a second (the time it takes for you to wrap up a survivor) it's 3 seconds, any time after that it's 15, if you miss it's 5 seconds.
Roofs are your friend, since it makes it harder for you to get hit, and with only 250 hp you can go down quickly, and if the survivors only focus on trying to down you instead of freeing the survivor with a melee, you can choke out some more damage if you are lucky.
Death can be helpful. Your smoke cloud after death can be a great set up for the boomer as they can't see it coming
Scopes aren't your friend, any survivor with a scoped rifle are priority one targets, as if you don't capture them you can be shot down rather quickly.
Know your places that can instantly down survivors due to them having to hold on for ledges
Try to drag survivors through fire, or spitter spit as it will add to the damage

Tank:
Fire ain't friendly, it will slow down a human controlled tank in vs mode and inversely kill an AI controlled tank in 30 seconds. Though an AI tank speeds up when on fire so make your decision wisely.
Soloing isn't advised, don't just rush in without support, try to have at least one downing SI on the field so that they have to deal with them as well
You ain't sonic. Any survivor with green health will always outrun you, yellow survivors will outrun you if you are on fire, and red survivors will always be easy to hit
Know when you can spawn in versus and plan accordingly, especially if you planed as infected first, as you can prepare easier.
Don't be an idiot, if the last survivor is green health and is snared by an SI don't attack the survivor as he'll escape and start to run.

General tips for Infected:
Teamwork, survivors can make any sole SI die before they can put a major hurt on them, so try to attack in at least groups of two or three unless one survivor is alone then just go nuts.
Keep track of the times a survivor has been downed if you can. It takes two downs to make a survivor go black and white (meaning they will die the next down unless they use a first aid kit) so if you know the number of times they've been downed, you can drastically change the fight as it will instantly put them down a survivor.

Survivor tips: If you hear the sound of the tank music start up heal yourself if you aren't green, if you have pills and are green use them. Getting away from the tank can prove critical if would rather not fight it
Splitting up sometimes can be effective, as two can fight a tank (preferably both have a molotov and are green health) while the other two try to use the fact that the enemy SI will help the tank to rack up some points. This can be easily back fired though so use at own discression
Avoid the witch if you can as no matter the difficulty she can insta-cap you. If you have to deal with her, have someone with the tactical or combat shotgun kill her in close range, as they can usually kill her before she startles.
Don't go alone, it's basically asking for death
Know where default weapon spawns are, even though the AI director controls what spawns where, there are often at least 2-3 spawn spots that stay the same. Note these so you can change your weapons as needed
Save that first aid kit if you can, don't use it at least till after you are downed once (unless you are yellow on your first life and a tank is coming) as you will only have two more downs until you are black and white. So use it at least after one down so you can reset that number. If you got pain pills use that after your first down instead

Hope this can be of help.

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Re: L4D/L4D2 Strategy Guide

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