Health values and attack synergies are balancing details that Turtle Rock can surely tune in future updates, but I have larger issues with the mode's basic premise. On the survivor side, the bullet sponginess of enemies got annoying pretty fast, especially when I was hit with the popular combo of "ensnare me in place and spit acid at my feet at the same time." With such surefire ways to melt away our health bars, I wish the zombie roles came with a little more risk. Unless two or more survivors focused fire on me immediately, I practically couldn't be stopped. Dumping credits into my defense stat with the mid-match upgrade system only made me more survivable. I felt so tanky that I hardly had to worry about smart positioning. The durability of these special zombies is a big question mark for me. The role felt similar to L4D's boomers that spew horde-attracting goo upon detonation, except my exploder can shrug off entire clips of ammo while a boomer would pop after a bullet or two. In one round I played an exploder whose literal job is to sprint into a crowd and blow up. ![]() As a zombie team, we didn't feel penalized for rushing in blindly and dying a lot. I find versus matches are much better when you have to work for the distance you gain.Back 4 Blood, with its tighter spaces (the small map actually shrinks further over time, Battle Royale style), feels inherently chaotic. ![]() Overall I'm all for making it more challenging for the survivors. Personally I wouldn't lower the spawn time because that gives infected players less incentive to wait for their team mates to spawn so they can attack at once. I like Infected Character Select because it helps coordinated teams more than it does individual players. I prefer mods that encourage the team play aspect of the game. Ghost Fly is definitely tricky at first but like anything, once you get some practice it's not so bad. If they make it to the saferoom, either your team just sucks or they earned it. The survivors actually need them since you can really put the hurt the on them. :Pįor me I found that setting a static spawn time of 15 seconds and a few minor tweaks to smokers and tanks has made worlds of difference even with all the kits. :D If they make it to the saferoom, either your team just sucks or they earned it. I also use ghostfly although it's a little bit tricky to control but I think the Infected Char Select is a bit overpowered so I choose to not use it after a quick play test.įor me I found that setting a static spawn time of 15 seconds and a few minor tweaks to smokers and tanks has made worlds of difference even with all the kits. Personally, the only VS maps worth playing IMO are Dead Center, Dark Carnival and The Parish.ĭark Carnival is made much more playable with the l4dtoolz finale ghost mode enabled. If those kits are changed to pills at the campaign start. I can see how that would change things up a bit. The only kits that are changed are the initial saferoom kits.Īll other kits that spawn scripted or randomly on the map are still in play correct? ![]() Okay, I think I understand this better now then.
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