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Author Topic: Have we talked about Left 4 Dead yet?  (Read 73458 times)

Dimmukane

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Re: Have we talked about Left 4 Dead yet?
« Reply #50 on: 03 Nov 2008, 08:29 »

FUCK YOU FOR HAVING INSIDER KNOWLEDGE AND PLAYTESTING THIS GAME WAY BEFORE WE GOT TO.
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Re: Have we talked about Left 4 Dead yet?
« Reply #51 on: 03 Nov 2008, 12:47 »

Yeah! What he said!



also, that new video is the fucking cat's pajamas. i didn't think it was possible, but i'm even more excited for this game now.
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Re: Have we talked about Left 4 Dead yet?
« Reply #52 on: 03 Nov 2008, 16:35 »

This game is going to be fantastic.
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Melodic

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Re: Have we talked about Left 4 Dead yet?
« Reply #53 on: 03 Nov 2008, 19:37 »

If it's any consolation, the grilling I got after playing was so intense that my ass still hurts.
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Nodaisho

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Re: Have we talked about Left 4 Dead yet?
« Reply #54 on: 04 Nov 2008, 10:27 »

One week until the demo. I know what I am going to be doing with my time that I should be using to study.
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Re: Have we talked about Left 4 Dead yet?
« Reply #55 on: 06 Nov 2008, 19:59 »

If you preordered you can play the demo now. Anyone have it?
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Melodic

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Re: Have we talked about Left 4 Dead yet?
« Reply #56 on: 06 Nov 2008, 22:01 »

Yup. Two short levels of the No Mercy campaign. Absolutely a blast on Expert mode.
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KvP

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Re: Have we talked about Left 4 Dead yet?
« Reply #57 on: 06 Nov 2008, 22:10 »

 Due to a bug in Gamestop's system, you can receive a demo code without having pre-ordered the game. While I plan on buying the game and have already reserved a copy, I know some people would like to play a portion before they put down money - and thus I have decided to post this information. As far as I know this is perfectly legal.

To obtain a free Left 4 Dead demo invite code follow these steps:

1. Visit GameStopís early demo access page from this link.

2. Fill out the Platform, E-Mail Address, First Name and Last Name fields, but leave the Transaction ID field empty. Make sure to enter a valid E-mail since the demo access code will be sent to the address you provide.

3. Press submit.

4. Wait until Gamestop sends the code, it may take up to two days to arrive.


Once you get the code:

1. Log on here.

2. Double Click "Download Now"

3. Enter the Demo code when prompted.

4. Enjoy!
« Last Edit: 06 Nov 2008, 22:12 by KvP »
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Re: Have we talked about Left 4 Dead yet?
« Reply #58 on: 06 Nov 2008, 22:47 »

Due to a bug in Gamestop's system, you can receive a demo code without having pre-ordered the game. While I plan on buying the game and have already reserved a copy, I know some people would like to play a portion before they put down money - and thus I have decided to post this information.

To be fair, everybody does get the demo eventually. Pre-orders just get it earlier.
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Re: Have we talked about Left 4 Dead yet?
« Reply #59 on: 07 Nov 2008, 04:21 »

Also, hey, this game is amazing.
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Melodic

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Re: Have we talked about Left 4 Dead yet?
« Reply #60 on: 07 Nov 2008, 14:22 »

The communist dude I know is fixing the game, I guess.
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Re: Have we talked about Left 4 Dead yet?
« Reply #61 on: 08 Nov 2008, 20:14 »

Oh my god, this game is fantastic. It is the bee's knees. Expert is so hard, but so rewarding if you finally get to the finish (which is usually provided you don't encounter a tank - I don't think I've ever killed a tank on expert).
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ArcAirbender

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I just played the demo
« Reply #62 on: 11 Nov 2008, 21:59 »

I just log off XBL! from playing 1:30 hrs of Left 4 Dead demo, and this are my impressions:

I was amazed of how little delay was, and how fluid EVERYTHING was even when all 4 people were playing.
The game runs smoot and without problems. The framerate never drops even when the cluster-fuck reaches critical mass.

I think the textures look a little last gen for me, the game overall doesn't feel "pretty as Bioshock, Mass Effect or Gears of War 2" ; now, that's no dealbreaker to me, but is worth mentioning. If you want eye candy, you'll probably feel a little dissapointed.

The voice communication was flawless, and it really helps that you keep the com open because a part of the game is tactical. (Example: if you walk carelessly outside, some car alarms can go off and bring out the entire horde)

I felt the game, in normal mode, was a little too easy. Now now, I don't presume to have 1337 skillz or any of the sort, but there's plenty of ammo, and the weapons are not unique (there isn't JUST ONE SHOTGUN... everybody can spaz out to the rythm if they want to) and your health goes down REALLY SLOOOOOW... so the fear factor may not be there on ocassion. You can only carry one medkit, and you can chose to use it on yourself, or a teammate. Neato! cooperative action.

I've heard how the game "adapts" to the way you play, and I can vouch for that. The first time I ever loaded the demo, it happen to be the first time for all of us 4... so we were scared shitless, using the power of numbers to advance through everything... the game seemed to notice it, because while we were on the subway, a little girl's cryign started echoing throughout the whole level, and we started investigating, going REAAAAALY slow EVERYWHERE... doublechecking doors, roofs, dark alleys... EVERY LITTLE NOOK...

When we finally arrived, we saw the little girl... now my fellas and I have all seen the trailer, so we all knew that at some point the fucking witch was going to turn hostile... but even though we knew, the little thing jumped on us SO FAST that it incapacitated one of us immediately; the game warned us with a yellow light that a teammate was down, and after a couple hundred rounds (everybody proving how manly each was by playing "put the most ammo on that corpse") we bring back the fallen teammate.

Even though nobody died, and the health system was at times over compensating, we had a blast.

Now, for the second run, the game behave totally different. One of the boys thought he was a "man's man" and started running forward like a drunken fool, leaving the rest of us to clean the entire mess. After a few car alarms and, like, 300 dead corpses, we entered the subway system, all manly, arnold-schwarzenegger-in-predator-one-mode... and  the little kid/witch NEVER SHOWS... INSTEAD an ARMY of fatmen and roid-raged... THINGS start attacking us.
The fat men were practically bombs, so other than creating a blinding green steam, no harm done... the uber muscular zombie, on the other hand, was a BULLET EATING GODZILLA... I shit you not, we easily dropped over 400 bullets to that thing and it barely died.

When you get "pinned down" by a zombie like the roid rage guy, you can still shoot the basic weapon (pistol) but recieve tons of damage by the creature. You have this "regular" life... green for good, yellow for careful, and red for "you are about to die" ... except you dont. After depletion, a teamplayer can come and revive you without any kit, and then you have something like a "dotted life" meaning if you ever go down again, its game over pal. The teammate who revives you even says so, just to be clear.

If someone happens to have a health pack, you can use it to go back to "first life bar" status.

Being that the game has unlimited ammo for the basic weapon (pistol) and a somewhat plentyful health/revival combination, the stress of "surival" in survival horror is not always present.
The game relies too much in cues of scripted nature to bring you the hibby jibbies.

I won't say the game needs balancing, because I'm about to try it out on hard, and see how it goes from there, but a limited amount of ammo, or a mode with a limited amount of ammo would be welcome.

Not that the game is not purchase-worthy, i was SOLD the moment I finished the first level.

What are your impressions guys!?
« Last Edit: 11 Nov 2008, 22:08 by ArcAirbender »
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Quoted from: Inlander on July 29, 2008, 08:41:49 AM
Man, why is every new person who disagrees with group opinion on this forum suddenly and automatically branded a troll? I don't get it, and I don't like it. Homogeneity is the enemy of intellect, people

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Re: Have we talked about Left 4 Dead yet?
« Reply #63 on: 11 Nov 2008, 22:05 »

Keep in mind that the levels get harder as you go through. For example, I will generally get through the first level in Expert with only a little bit of health lost. And then it takes me roughly four or five times to get through the second level (unless I get a good team). So logic would follow, that even on lower levels (which are, I agree, remarkably easy) by the time you hit the 5th level, the game will be a lot more difficult.

Also, I can't see the point in reducing ammo. This isn't a survival horror game, it is a balls to the wall kill everything shooter. Reducing ammo would be kinda like reducing ammo in Serious Sam.
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ArcAirbender

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Re: Have we talked about Left 4 Dead yet?
« Reply #64 on: 11 Nov 2008, 22:14 »

Yes, you are probably right about the ammo... because now that I make memory, I can remember sometimes being more annoyed than scared playing Resident Evil.

I was more likely playing expecting something of the nature of those games, but this is something completely different to me.
More like Adrenaline-Horror of the sorts.

It is a really brilliant idea to bring cooperative to this scene.

GoW2 and now L4D... My holiday is complete cooperative-wise.

*ugh, fixed some mistakes
« Last Edit: 11 Nov 2008, 22:34 by ArcAirbender »
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Quoted from: Inlander on July 29, 2008, 08:41:49 AM
Man, why is every new person who disagrees with group opinion on this forum suddenly and automatically branded a troll? I don't get it, and I don't like it. Homogeneity is the enemy of intellect, people

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Re: Have we talked about Left 4 Dead yet?
« Reply #65 on: 11 Nov 2008, 22:57 »

The levels aren't linearly incremental in difficulty: the subways are just inherently more difficult than the first level thanks to the design of the level. In no way is it "second stage, twice as many zombies", and the third stage of No Mercy is actually a bit easier than the one before it.
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Re: Have we talked about Left 4 Dead yet?
« Reply #66 on: 11 Nov 2008, 23:02 »

Really? Phew. I thought the later expert levels were going to have me flailing wildly in rage.
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Re: Have we talked about Left 4 Dead yet?
« Reply #67 on: 12 Nov 2008, 12:00 »

Keep aware that this is the demo, I think they were showing off how many opponents you could have on the screen at once.

Also, It bitched about my drivers not being updated and I had few issues
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Re: Have we talked about Left 4 Dead yet?
« Reply #68 on: 12 Nov 2008, 12:11 »

Keep aware that this is the demo, I think they were showing off how many opponents you could have on the screen at once.

It's that hectic all the time.
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Re: Have we talked about Left 4 Dead yet?
« Reply #69 on: 12 Nov 2008, 14:28 »

DUDES online splitscreen!


best game ever? maybe.
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Re: Have we talked about Left 4 Dead yet?
« Reply #70 on: 12 Nov 2008, 19:33 »

I have only played the subway level on single-player (got close once in mutliplayer, but a car alarm went off and I didn't leave the downed person behind like I probably should have if we wanted to continue), but I don't find it hugely hard, the only times I have lost, there was a witch in the last room and she got set off by the gunshots, which are somewhat difficult to avoid, she even came after me when I was across the room from her shooting random zombies. I have to say I'm looking forward to bigger open sets, since really, you get out of the house/apartments, through a couple alleys, into another building (I don't know why you would go around barring a speed run), into a subway station, and that is the rest of the demo. I would love it if some of the outside of the city parts have maybe 80 zombies coming at once from a ways away, sure, you have maybe 10 seconds to shoot them, but there is a lot of them, and reloading takes all too long. Or you could ruin that whole experience and toss a pipe bomb... damn, probably not happening.
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Re: Have we talked about Left 4 Dead yet?
« Reply #71 on: 12 Nov 2008, 19:45 »

It freezes occasionally. Oh well.
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Re: Have we talked about Left 4 Dead yet?
« Reply #72 on: 12 Nov 2008, 20:48 »

The rural areas of the game have a much different pace than the levels of the demo. In my mind, the demo has the same feeling as the metro area of 28 Weeks Later, whereas the rural sections feel more like the opening zombie run in 28 Days.

Oh, if you haven't played 4-player in the subway, it doesn't count. Bots are easy.
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Nodaisho

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Re: Have we talked about Left 4 Dead yet?
« Reply #73 on: 12 Nov 2008, 21:34 »

I think the main problem is people not sticking together, one time at the end of the alley, after the swarm was done, a smoker got an ally, then after we got rid of it, 30 or 45 seconds later, I notice him in the exact same place, constricted by another smoker. Maybe he was looking around outside. I think that if you stuck together as well as the bots stick with you, it would be easier than bots, barring the AI director deciding you are good enough to take two tanks with the starting weapons.
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Re: Have we talked about Left 4 Dead yet?
« Reply #74 on: 12 Nov 2008, 22:14 »

Got to play it a bit tonight, and I can honestly say that if you don't have voice, don't even fucking bother with multiplayer. Unfortunately a lot of people don't seem to take that hint, and then there are the idiots who run up ahead, and the asshole who shoot teammates on purpose... Yeah pick-up games can get ugly.
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Re: Have we talked about Left 4 Dead yet?
« Reply #75 on: 12 Nov 2008, 22:38 »

I think I took out one teammate twice, I'm currently on a laptop as my PC is out of commission, so I run somewhat laggy, and twice I fired right when he ran in front of me, when I had the shotgun. Thankfully, that was a friends game, and I had already mentioned that I had a bit of lag.

I need to figure out how to comfortably wear two sets of headphones at once: one with a mic and one with the sound, one has no mic, one has a dead speaker.
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Re: Have we talked about Left 4 Dead yet?
« Reply #76 on: 12 Nov 2008, 22:39 »

Leave the mic headset around your neck, actually wear the speakers that work.
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Re: Have we talked about Left 4 Dead yet?
« Reply #77 on: 12 Nov 2008, 22:41 »

Why not remove the mic from its headset and graft it to the working one.
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Re: Have we talked about Left 4 Dead yet?
« Reply #78 on: 12 Nov 2008, 22:44 »

I really don't want to screw with the wiring on the one working mic I have. And I think melodic wins, the mic is at the perfect angle.
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Re: Have we talked about Left 4 Dead yet?
« Reply #79 on: 12 Nov 2008, 22:49 »

Yeah, friendly fire can be a serious problem if you've got an idiot brother who can't shoot for shit. He single-handedly ensured my death at least twice when I ran through the demo with him.
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Re: Have we talked about Left 4 Dead yet?
« Reply #80 on: 12 Nov 2008, 22:57 »

So is it unchangeable? I heard that it was a lot, and then heard that you could turn it off on a gamespot feature of it, and I think I have seen people get shot without the warning going off, and I didn't hear any voice clips going off. Could have been a scant miss, though, as they just looked like the shotgun blast should have hit them.
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Re: Have we talked about Left 4 Dead yet?
« Reply #81 on: 12 Nov 2008, 23:01 »

I'm pretty sure friendly fire stays on permanently. It's not that bad though, I haven't been shot on purpose yet and it hasn't been that common - and unless you're in the middle of a swarm, one death or knockdown doesn't really affect anything. You're going to die a decent amount anyway.
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Re: Have we talked about Left 4 Dead yet?
« Reply #82 on: 12 Nov 2008, 23:02 »

Line of fire is a major issue in 4 person co-op.

Also, people who don't go through a door so much as stop in it and end up having to face down a horde by themselves and getting some blue-on-blue from the back.

I did notice that the level designers put in a lot of objects you can jump on so you can have tiers of fire. Two people on the ground and two people on a dumpster firing over their heads is pretty effective at solving a lot of LOF problems.
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Re: Have we talked about Left 4 Dead yet?
« Reply #83 on: 13 Nov 2008, 00:38 »

If one person crouches and another fires, that works too. Just have to co-ordinate it, and make sure the front man doesn't get up until he backs behind the person behind him, if necessary. Does anyone have one person watching the back regularly? We got a good 20-person swarm coming from the top floor in the apartments, I had thought I heard something coming, though, so I managed to shotgun most of it down in the hallway and bash the rest of them back until my allies noticed. Then I got pounced on by a hunter. Agile little bastards.
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Re: Have we talked about Left 4 Dead yet?
« Reply #84 on: 13 Nov 2008, 01:26 »

Line of fire is fine, just have the person at the front crouch. And even then it's only really an issue on the subway, which a) you don't need more than one person to hold off a horde on anyway, and b) you can choose not to go on the subway if you want.

Usually there is only somebody watching the back when I play if a horde is coming. Just have somebody turn around when you get the audio cue.
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Re: Have we talked about Left 4 Dead yet?
« Reply #85 on: 13 Nov 2008, 02:36 »

That is the screaming, right? I haven't played enough to recognize al the cues yet. I can recognize some of them, but not all of them.
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Re: Have we talked about Left 4 Dead yet?
« Reply #86 on: 13 Nov 2008, 03:07 »

DUDES online splitscreen!


best game ever? maybe.

So you're already hampered by loose, inaccurate controls, and now you're halving your viewable area?  I feel sorry for your teammates :(
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Re: Have we talked about Left 4 Dead yet?
« Reply #87 on: 13 Nov 2008, 03:24 »

DUDES online splitscreen!


best game ever? maybe.

So you're already hampered by loose, inaccurate controls, and now you're halving your viewable area?  I feel sorry for your teammates :(
It's really not that bad. And I like how they give you the option of splitting vertically or horizontally.

I played countless hours of 4 person Goldeneye on the N64 on a 27" SDTV, and it was great.
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Re: Have we talked about Left 4 Dead yet?
« Reply #88 on: 13 Nov 2008, 03:26 »

Line of fire is fine, just have the person at the front crouch. And even then it's only really an issue on the subway, which a) you don't need more than one person to hold off a horde on anyway, and b) you can choose not to go on the subway if you want.

Usually there is only somebody watching the back when I play if a horde is coming. Just have somebody turn around when you get the audio cue.
If you play with 3 other people who don't have tons of FPS experience, it can get hectic, especially when they panic as a zombie horde attacks you in the dark.

Also, what difficulty did you play on?
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Melodic

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Re: Have we talked about Left 4 Dead yet?
« Reply #89 on: 13 Nov 2008, 14:37 »

DUDES online splitscreen!


best game ever? maybe.

So you're already hampered by loose, inaccurate controls, and now you're halving your viewable area?  I feel sorry for your teammates :(

Don't be a twat.
« Last Edit: 13 Nov 2008, 14:39 by Melodic »
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And if you played too hard it'd flop out and dangle around by the wire and that is just super ugly

Spluff

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Re: Have we talked about Left 4 Dead yet?
« Reply #90 on: 13 Nov 2008, 16:01 »

Also, what difficulty did you play on?

Expert.
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JD

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Re: Have we talked about Left 4 Dead yet?
« Reply #91 on: 13 Nov 2008, 18:14 »

We always get fucked over by the tank(on Expert), no matter the team. No Generator room for me, not a chance.
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Nodaisho

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Re: Have we talked about Left 4 Dead yet?
« Reply #92 on: 13 Nov 2008, 18:28 »

Does it have more health on expert? Or do you just have less?
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Dimmukane

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Re: Have we talked about Left 4 Dead yet?
« Reply #93 on: 13 Nov 2008, 18:37 »

Guys I have had this demo on my Xbox for 54 hours and still have not been able to play it due to homework.  I want to cry.
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Spluff

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Re: Have we talked about Left 4 Dead yet?
« Reply #94 on: 13 Nov 2008, 18:55 »

Does it have more health on expert? Or do you just have less?

It kills you in one hit and you'll usually be red lining by the time you see it so you can't run away. Pretty sure it has more health, too. I've only killed two on expert.
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Nodaisho

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Re: Have we talked about Left 4 Dead yet?
« Reply #95 on: 13 Nov 2008, 19:04 »

Damn. It runs from pipe bombs, right? That could be used to your advantage, toss one in front of it, and it runs back, giving you more time to shoot it from range. That is if you can get a pipe bomb out and toss it quick enough.

First tank I faced, I did with a pump shotgun, before we got to a table with upgraded weapons. Thankfully, pathing messed up and it got stuck partway in a subway door, letting me shoot it through a gap between the subway car and a wall.
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Spluff

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Re: Have we talked about Left 4 Dead yet?
« Reply #96 on: 13 Nov 2008, 19:07 »

I don't think it does run from pipe bombs, they just don't really do any damage. The best way, I've found to kill them is either to light it on fire and then run like hell, or jump on the subway and when it climbs up after you, jump off. Repeat.

However, both of these ways require high enough health to be able to out run it which is the main problem.
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Nodaisho

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Re: Have we talked about Left 4 Dead yet?
« Reply #97 on: 13 Nov 2008, 19:08 »

Do you slow down when you are injured? I haven't played enough to notice those details (damn desktop).
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Spluff

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Re: Have we talked about Left 4 Dead yet?
« Reply #98 on: 13 Nov 2008, 19:09 »

Yeah, you do. When you're red lining you can pretty much only walk.

Also, looked it up and I was wrong. They don't have more health on expert.

Quote from: FAQ
Survivors may choose from 4 varying levels of difficulty, Easy, Normal, Advanced, and Expert, which affect two things - the attack power of the enemy infected and bosses, and the amount of friendly fire the Survivors take. This means that the infected always die from the same amount of bullets, but the Survivors must be much more careful when being hit. For an idea of the difference in difficulty, on Normal mode, an infected punch hits the Survivor for 3 damage, whereas in Expert, a single punch does 20 damage (1/5 of the Survivors total health!).
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Nodaisho

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Re: Have we talked about Left 4 Dead yet?
« Reply #99 on: 13 Nov 2008, 19:15 »

Ouch, no wonder we were dying so fast. I think that expert is a bit much to aspire to right now unless you are looking forward to dying a lot, or work together very well.
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