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I-KP



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PostPosted: Sat May 15, 2010 2:40 pm    Post subject: Reply with quote

No-one is suggesting any dates so until that happens nothing else will.
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Buzz



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PostPosted: Sun May 16, 2010 11:03 am    Post subject: Reply with quote

Ok then,

how about sunday afternoons?
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PostPosted: Sun May 16, 2010 4:10 pm    Post subject: Reply with quote

Works for me. Ian, Mike? As it happens Ian and I have just aborted a truly un-winnable scenario this very Sunday afternoon. (Aztecs vs The New World with Aztecs starting off owning said entire new world.)
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PostPosted: Mon May 17, 2010 4:47 pm    Post subject: Reply with quote

The
DEFEKTIVE GUIDE
To
INFEKTED


SPITTER
Role: Exploitation. You are at your most effective after an Ambush Initiator Infected has done their job.
Average Point Earning Potential: Medium.
Best Point Scoring Opportunity: Spitting on two or more fallen Survivors as they are both being helped up by the other two.
Best Kill Opportunity: Spitting into a Boomed group of four Survivors in a confined area.
General Tips:-
- Height is your best ally but try not to silhouette yourself against open sky.
- Player eye height is upper chest; remember that the head is much higher than that and can still be shot.
- Spit has a maximum horizontal range no matter how well you arc the shot.
- Spit bounces off ceilings but not walls and obstructions.
- You can hit levels above you if you arc the shot up almost vertically.
- Spit tends to hit obstacles if they are close to you; ensure you have a clear shot.
- Spitting on a Survivor who is already down is not as effective at obtaining a Team Takedown as spitting on someone who isnít (but points scored is the same).
- When going into Ďsuicide modeí stand over fuel cans, refill points or downed Survivors so that your death spit puddle can still be effective.
- If you are the only infected alive spits that delay Survivor progress give the other three Infected more time on the level to inflict damage, even if your spit does no damage itself.
Team Play:-
- Holding your spit until you can help another Infected bring down a grabbed Survivor improves your Team Takedown chances enormously.
- If you can see a Jockey dragging a Survivor try to drop spit ahead of them and preferably behind some cover to help the Jockey do his work.

CHARGER
Role: Ambush Initiator. You are in control of when the ambush kicks off thus allowing best conditions for the Exploitation Infected to do their thing.
Average Point Earning Potential: Low.
Best Point Scoring Opportunity: Charging a Survivor off an elevated position and on into a remote area pounding them to death. (Charging Survivors off high ledges and into water does create an instant kill but gives you no points.)
Best Kill Opportunity: Instant kill. Suicide Charging a Survivor off a high ledge or into water for an instant kill.
General Tips:-
- Do not initiate your Charge at point blank range, it wonít work.
- Do not charge Survivors in corners, it wonít work.
- Save yourself for corridors and narrow areas that have plenty of run-through space.
- Do not spawn until the very last moment; your grunts give your position away.
- Try to Charge from directly behind your target rather than at an oblique angle.
- If you must Charge from an oblique angle lead your target.
- Do not attempt a head on charge, youíre too easy to dodge.
- Initiating a charge from a great height can be just as good as one initiated from the ground.
- Any object, even a 6 inch curb, will stop a Charge.
- Survivors in the Ďpicking themselves upí animation cannot be charged and will also stop a charge; avoid (or wait).
- You can still perform a melee attack whilst charging.
- Remember that Survivors caught up in a charge are often catapulted in the direction you are heading so charging toward ledges can be profitable.
- Most of your charges wonít connect; this is something youíre just going to have to accept.
- It is a waste of time waiting for the perfect Four Survivor Charge (unless youíve not got the Achievement); it scores very low points and does a trivial amount of damage.
Team Play:-
- Boomer. If the Survivors canít see you coming they canít dodge your charge, plus the other Survivors canít initially see where youíve charged off with one of their number which will net you about two free poundings.
- Try to charge away from other Infected rather than towards them because when you start a charge all Survivors tend to look where you are charging off to which gives other Infected a chance to attack while the Survivors arenít looking behind them.

JOCKEY
Role: Exploitation. You are at your most effective after an Ambush Initiator Infected has done their job.
Average Point Earning Potential: Lowest.
Best Point Scoring Opportunity: Jumping on a Boomed Survivor (or one of those who can still see) and getting away to make another attack after the takedown.
Best Kill Opportunity: As above except steering the Survivor off a ledge.
- Height is your friend; you only need to land on a Survivor to grab hold.
- You can jump far higher than you might think; you can clear even the high fences around the park in The Parish level 2.
- Try to avoid attacking a moving target from directly behind; grab chances are very low.
- When you have a Survivor grabbed always try to keep obstacles between you and the other Survivors.
- You can actually deal more damage per second doing melee damage than with a grab; during a horde attack concentrate on the weakest Survivor and keep dodging around.
- Always try to steer Survivors off ledges or into fire.
Team Play:-
- If you notice that a Survivor has been grabbed lay in wait for the rescuer.
- Boomer. If the Survivors canít see you coming they canít dodge your attack, nor can they initially see where youíve ridden one of them off to.
- Spitter. If the Spitter is kind enough to drop Spit in an area with cover steer your victim over to it to dramatically increase the chances of a takedown.

BOOMER
Role: Ambush Initiator. You are in control of when the ambush kicks off thus allowing best conditions for the Exploitation Infected to do their thing.
Average Point Earning Potential: High.
Best Point Scoring Opportunity: Death from above. Drop right into the middle of the Survivors vomming and meleeing like crazy, trying to stay close to as many as you can. Panic will likely result in the Survivors popping you thus improving the mayhem you cause.
Best Kill Opportunity: As above.
- Height is your friend; death from above is a mighty thing to behold.
- Height is also your enemy; vomiting from great height isnít as easy as it looks.
- If you are popped midair your boom will achieve absolutely nothing.
- Never attack head on; you will always lose and any vomit already in the air will vanish when you are popped.
- Delay your spawn until the very last moment; your burping gives your position away.
- If there is an alarmed car nearby and youíre out of vomit head for it and try to get shot, your boom will set it off; you wonít directly score anything by doing this but creating mayhem is the Boomerís job.
- Donít forget that you can vomit through broken windows for a crafty puke as the Survivors run past.
- If you are playing Scavenge your boom hurls dropped fuel cans away.
- If a Survivor is vommed and surrounded by Zs join in by melee attacking the Survivorís back, in the confusion they wonít always know itís you.
- When the first wave from a successful vomit begins to ebb jump in and go for a suicide boom to kick off another wave before the Survivors have had enough time to properly regroup.
- Park your lardy arse on top of Survivors attempting to climb a ladder.
- Vomit doesnít arc the way that it used to in L4D; itís still possible but itís fiddly.
- Remember that your boom can stumble Survivors off ledges.
- Your gut is much wider than you might think; give yourself plenty of room if you are hiding behind something.
- Donít take refuge behind weak walls; it doesnít take much to be killed by shoot-through.
- Vomit range is less than in L4D.
Team Play:-
- Co-ordinate with your team; they need you to do a good job in the initial attack but they also need to be ready for it.
- BEWARE: When you boom you free nearby grabbed Survivors from their captors.

HUNTER
Role: Exploitation. You are at your most effective after an Ambush Initiator Infected has done their job.
Average Point Earning Potential: High.
Best Point Scoring Opportunity: Hopping from one downed Survivor to the next in the wake of a Tank attack. (Aside from the Tank Car attack itself this is the most point-lucrative move in the game by quite some margin and requires very little skill to accomplish. Nobody ever said that points reflected skill in L4D2!)
Best Kill Opportunity: Mopping up after Tanks, Smokers and Jockeys.
- Height is your friend; from suitable height you can pounce for up to 25 damage.
- Donít pounce into a group of Survivors; youíll do almost no damage (unless from on high) and die pretty much instantly.
- During a horde you can do more damage per second with melee attacks rather than pounce-attacks.
- Always pick Survivors that arenít vommed for a pounce-attack over those that are.
- If you can pounce up under a falling Survivor you will catapult that Survivor up into the air and they will often die when landing.
- Hunter can chain leaps by pressing the Jump key as soon as contact is made with an opposing surface; chained leaps count toward pounce-attack damage boosts (like pouncing from on high).
- Aim for the Survivor at the back of the pack; itís amazing how often such attacks go unnoticed.
- Pounce-attack the first Survivor just before they emerge from the top of a ladder; those Survivors already on the ladder below will not be able to help save them until they climb off.
- Hold the crouch button down whilst ripping a Survivor to bits so that you waste no time in leaping free for another attack.
- You can leap up into the boughs of most trees for a bit of extra height.
- Do not charge your Pounce all of the time, you are silent when standing normally.
- Crouch in front of a Witch; you will not be tall enough to be shot without setting the Witch off too.
- If you are on fire you do more damage during pounce-attacks (~20% more).
- When a sole Survivor makes a break from the carnage in an attempt to go for distance the Hunter is best placed to chase them down.
Team Play:-
- THOU SHALT NOT KILLSTEAL. Any idiot with a Hunter can steal grabbed Survivors from other Infected who probably had to work harder for it and will likely still get far fewer points for the effort. Donít be a dick.
- Boomer. As a Hunter you are ideally placed to bind up any Survivors that the Boomer missed; leave the blinded Survivors for the other Infected.
- Smoker. You can be the Smokerís best buddy by laying in wait for anyone attempting to save an ensnared Survivor.

SMOKER
Role: Exploitation/Ambush Initiator. You are at your most effective after an Ambush Initiator Infected has done their job but there are situations when you will initiate a mini-ambush.
Average Point Earning Potential: Medium.
Best Point Scoring Opportunity: Ensnaring a vommed Survivor off a ledge and drawing them up to melee range (remember that damage inflicted on Survivors in your death cloud still earns you points).
Best Kill Opportunity: As above.
- Donít always attack from on high; there are many ledges that you can pull a Survivor off from below.
- When trying to snare a Survivor off a short ledge click attack just before the Survivor reaches the drop point.
- It takes about two seconds to fully immobilize a Survivor once the tongue takes hold.
- Always try to stay in some cover when attacking; do not stand in the open.
- Delay spawning until the last moment; your coughing noises will only give your position way too early if you donít.
- If you can snare a Survivor at point blank range they will have almost no time to shoot back, but donít do this head-to-head because you will probably get knocked back by the Survivorís melee attack (you may well do anyway).
- You can still snare Survivors as they fly through the air from other attacks (Tank and Charger).
- Drag Survivors through fire and spit wherever possible.
- Smokers often benefit more by attacking from behind as it helps spread the Survivors out.
- Aim for Survivors who have not been vommed rather than those who have been.
- Ensnaring the last Survivor to progress over a one-way obstacle or through closing elevator doors is a classic moment; itís a rare move, perhaps only 10% likely, but worth every attempt.
Team Play:-
- Try to ensure that at least one other Infected is paired up with the Smoker as this improves the collective chances of lasting grabs considerably over solo, un-coordinated attempts.
- When paired up the Smoker adopts an Ambush Initiator role for that pair.

TANK
Role: Ambush Initiator. You are in control of when the ambush kicks off thus allowing best conditions for the Exploitation Infected to do their thing.
Average Point Earning Potential: Highest. (Scores over 4í000 are worthy of boast!)
Best Point Scoring Opportunity: Cars. Lots and lots of cars in a restrictive area.
Best Kill Opportunity: Instant kill. Punching Survivors off death ledges (no score other than punch damage).
- AVOID FIRE; you move slower when aflame and youíll have trouble catching up with even a yellow haloed Survivor.
- If you are in a poor attacking position donít lob a rock in an effort to do at least some damage, if you do any damage the Tank will die when its agro-metre runs dry; better to let it run dry and allow another Infected player to take over.
- Donít waste your time with rocks in open spaces; they are easy to dodge and youíre probably taking damage all the time youíre stood still throwing it.
- Once an Survivor is taken down move on to the next one; do not waste your time pounding someone already down.
- Taking the time to collect a projectile, i.e., a car, can be better than charging straight in without. (Remember that the car will act as a bullet shield as you approach.)
- If a molly has been dropped in your path, wait; youíre agro-metre has time enough to allow for a molly to burn out.
- Donít get kited; if this means having to burn off your agro-metre waiting for the Survivors to enter into a more restrictive area then so be it, let the next Infected player do what needs to be done with that Tank.
Team Play:-
- All other Infected will be mopping up what you leave in your wake; you lead the show.
- Boomer. Boomers are a Tankís best friend: Survivors are easy pickings when theyíre blind and canít kite the Tank due to so many superglue Zombies being around.
- THOU SHALT NOT KILLSTEAL. It can be difficult to avoid killsteals when the cars and dumpers are flying but be mindful and do not charge around punch-happy setting captured Survivors free because youíll only be improving the Survivorís chances of getting away (and annoying your teammates).

GENERAL TEAM PLAY
- The current Ambush Initiator (usually the Boomer but sometimes the Charger) should pick the ambush point and co-ordinate the attack. It doesnít take much: just name the place that the Ambush Initiator will attack from and the other Infected can place themselves as they see fit around that point ready to exploit the results. It wonít work every time, not every ambush does, but this is the simplest way of avoiding time wasted to squabbling.
- Ambushes of at least three Infected at a time are the only real way of achieving a quick team takedown; resist the urge to attack the moment you spawn and youíll increase the chances of a zen-like, perfectly co-ordinated Survivor team takedown.
- If there are only three Survivors and there are four Infected present then an ambush is nearly twice as likely to result in a team takedown than if all four Survivors were present.
- Do not attack the Survivors with a string of solo Infected, itís just too easy to defend against and stands no chance at all of a team takedown (a Boomer or Spitter vs four crippled Survivors being the exception).
- If you are the only Exploitation Infected alive and all other Infected are more than 10 seconds away from spawning then itís worth doing delaying action in an attempt to slow the progress of the Survivors.
- Ambush Initiators should never attack solo, itís a complete waste; they should instead choose an ambush point and co-ordinate with the other Infected while they wait to spawn.
- Try to spawn ahead of the Survivors rather than behind them. (Smoker + buddy and/or Charger being the general exceptions.)
- Donít lollygag and spend your Infected life waiting for the perfect moment or chasing after a fast-moving Survivor team; run backwards to get farther away from the Survivors and make use of the Space Respawn to teleport you right into the action.
- Remember: As much as 80% of your final score is often earned in your last life as an Infected during the final attack of the round. Itís common for Boomer, Hunter and Tank Infected to score very highly in the closing attack of the round and for all other Infected to be cast somewhat into the shade. The reason for this being that The Big Three (Boomer, Hunter and Tank) are the quick finishers of L4D2 and all the others arenít. (The others can still finish, except perhaps the Jockey, but it takes them so much longer to accomplish.) Itís simply down to the luck of the draw.
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I-KP



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PostPosted: Tue May 18, 2010 6:42 pm    Post subject: Reply with quote

I-KP wrote:
Civilization IV - Colonization

We merry men have it:-
El_Cid
Buzz
Rooty
Me

How about fixing a recurring day in the week to play out a 1v1v1v1 or 2v2? Something like (but not limited to) Wednesdays from 2000-2300. Up forrit?

Alright, dudes. We're on!

The primitive and more than a little bit smelly new world will be tamed by the Dutch [El_Cid], the French [defekt], the English [Buzz] or the Spanish [Rooty] or we'll all perish trying! (Timely revolution in Europe probably wouldn't go amiss either but don't hold your breath.)

Game on from 1930, Wednesdays.
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Twisted



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PostPosted: Wed May 19, 2010 2:04 pm    Post subject: Reply with quote

I thought the Tank moved faster when aflame, which is why some people choose to take it down with guns from afar, or is that L4D only?
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PostPosted: Wed May 19, 2010 4:54 pm    Post subject: Reply with quote

L4D1 Tank in PvE got a 10% speed boost when lit up; in Versus that speed boost didn't happen. In L4D2 the Tank gets a 10% speed penalty when on fire, on top of incoming damage judders (which equate to further speed penalties). The Tank in L4D2 Versus is a bit hamstrung in all but confined areas, but even with this penalty the Tank is still the instigator of more round endings than any other Infected so it's still The Man(tm) - just not quite THE MAN(tm) he used to be. Perhaps he's been on the Atkins diet.

Someone else can do a Survivor's Guide. I'm not giving all of my best tricks away for free. Wink
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PostPosted: Wed May 19, 2010 5:17 pm    Post subject: Reply with quote

One thing I would say is that Explosive Ammo is almost not worth it.

AFAICS, it has zero effect on the Tank and Chargers, and you're screwed if surrounded from backblast.

I'm still undecided on Shottie vs Assault; Shottie has a distinct advantage on Scavenge or any round where you're going fast but Assault does way better on room clearing.
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PostPosted: Wed May 19, 2010 5:31 pm    Post subject: Reply with quote

Any advantage Explosive ammo gives you is lost by the team hits and hesitant reactive fire into melees that it causes. It is good for the Snipers because the fire rate is so low any team injury is usually very low, but your actual target gets the full whack. Sniping hordes with Explosive ammo is very effective. Tanks aren't all that phased by it IME.

You mean Spas vs Benelli? The Benelli fires more pellets but each pellet does less damage each and the Spas fires fewer pellets for slightly more damage each; both add up to about the same if all pellets hit. The Spas has a very slightly narrower spread too. Personally, I prefer the Benelli.
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PostPosted: Wed May 19, 2010 10:59 pm    Post subject: Colon tips Reply with quote

http://www.neoseeker.com/resourcelink.html?rlid=178932&rid=165933
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PostPosted: Thu May 20, 2010 4:48 pm    Post subject: Reply with quote

Pro-tip: Do not piss off the Natives.
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PostPosted: Sun May 30, 2010 3:10 pm    Post subject: Reply with quote

Left 4 Dead 2, Last Man On Earth.

Single player, on your own, but there aren't any common infected. It's basically shite. Everything does near-instant take down attacks (Expert is like Expert++) and you either leg it through a level without seeing anything or you get massacred by the Tanks. The Jockey is an absolute killer, it's fast, it seems to be made out of Titanium, and it can clear large obstacles at a single bound; all other special infected (bar the Tank - there is no Boomer, for obvious reasons) are no hindrance. Interesting that the Jockey is such a super-killer in this mod as it came bottom of the popularity poll last week.

Not sure why they are so fixated on making all the mods single player or Campaign only; it's a waste of effort and they've been mostly (bar only one - Realism Versus) rubbish. The next one, Chainsaw Massacre is - guess what - Campaign only. Le sigh.
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PostPosted: Sat Jun 05, 2010 1:18 pm    Post subject: Reply with quote

Chainsaw Massacre

Too easy. Too samey. Bit boring. Inexplicably Campaign only. Next!
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PostPosted: Mon Aug 16, 2010 4:46 pm    Post subject: Reply with quote

L4D2 community campaign: Two Evil Eyes
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PostPosted: Wed Aug 18, 2010 7:21 pm    Post subject: Reply with quote

Does anyone have that link that was posted on monday night for the easier d/l of the new campaign?
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