Showing posts with label L4D. Show all posts
Showing posts with label L4D. Show all posts

March 1, 2010

Feb 2010: What I'm Playing/What I'm Paying

My February gaming was a letdown.

I have embedded the new What I'm Playing/What I'm Paying spreadsheet for January below.  The overall spreadsheet (includes previous months) can be found here.



Game of the Month


Mass EffectMass Effect
Cost: $4.99 (Steam Holiday Sale)
Played: 5 hrs
3-words: Sucked, gets better.





My game of the month was Mass Effect; in honor of the release of Mass Effect 2 this month.

Mass Effect is growing on me.  At first I despised the combat and drawn out conversations.  Mass Effect has one of the worst introductions to an RPG that I've ever played.  There was nothing in the first four hours of the game that made me jump for joy.

However, I now have a feel for the game and have let the cards fall where they may.  I'm picking up steam, rock hopping across the galaxy and sticking to the main storyline.  I find the side quests easily and best avoided.  I didn't log as many hours I had hoped this month, but I do still plan to finish Mass Effect.

March's GotM: Battlefield: Bad Company 2

/Played

In the /Played section, I cover other games I played during the month.

Battlefield: Bad Company 2 Beta

I love the Battlefield games.  Bad Company 2 is the next great title in the series and I spent most of my gaming time with it this month.  From my initial impressions post:
The first thing that struck me about Bad Company 2 (BC2) was it's destructive nature. As can be seen in the video, almost every wall and obstacle can be destroyed. This was something promised back in the days of Battlefield 2 and only partially realized in BC1. BC2 takes it to another level. No wall, box, barrel, or cement slab seems safe. Annoying sniper on the third floor three buildings down? Level the first two buildings and smoke that fucker out.
The full version goes live March 2nd and I am dedicating most of March to this great game!

Allods Online Open Beta

Its been an up and down month for Allods Online and its open beta.  I put a few hours in and have Healer and Scout leveling slowly, but surely.  Regardless of how the cash shop debacle turns out, I have to admit that Allods is a fun game to play in its free version.  That's why its so disheartening that the upcoming game changes could kill the fun.

Also, my Allods Online guide is coming along nicely.

Left 4 Dead 2

Left 4 Dead 2, like most of Valve's games never gets old.  I hooked up and rocked out for some great VS. matches on The Parish campaign.  The finale, bridge map for The Parish is one of my favorites.

/Paid

Total spent this Month: $49.99
My Value Rating: Average

Bad Company 2 was expensive at $49.99.  I would have felt more comfortable at a $35 price point.  However, I was fortunate enough to receive a $75 "points" card as a bonus from work.  One of the few things it can be used on is a prepaid card usable on Steam games.  That is the only reason I shelled out $49.99 for this game.

I have now used up $105.16 of my $180 gaming budget for 2010.  Stay tuned each month to see if I can stay on track!

January 21, 2010

Left 4 Dead 2 Needs a Karma System

I was playing Left 4 Dead 2 last night and as I was getting settled back into some VS. gameplay, I was reminded of one of my few complaints against the L4D series: poor multiplayer matchmaking. 

The Left 4 Dead series has given rise to a new virus on the multiplayer scene: rage quitters.  All it takes is one rage quitter at the end of a bad match to trigger a nasty cycle.  Others will follow, usually leaving an empty team that is filled with random new players two minutes into the start of the next round which is often far too late for the team to recover.  The round goes badly, another rage quitter pops, and we're back at square one.

In a traditional FPS, a stronger skilled player can make up for a missing player.  Unfortunately, the problem for Left 4 Dead 2 is that the loss of a single player greatly reduces the effectiveness of the team.  The game is built for 4 vs 4, with the goal being 3 out of 4 players on the survivors team being disabled at any given time by the infected team.  That 4th player is everything!  Without a reliable 4th player, the survivors risk easily being caught and the infected have no one to harass the last survivor after a proper ambush.  When that 3rd or 4th player doesn't appear until halfway into the match, the game is all but lost (if the players even stuck it out that far).

Less bitching, more ideas on how to fix it

What L4D2 needs is a karma system that rates players.

Players would  be rewarded for finishing games, win or lose, and penalized for leaving games early.  However, only when voted on by the players that actually finish the round.  At the end of the match, a quick vote system pops up and players mark a + or - next to each name.  A negative would only be allowed on a player that left the match early and the earlier they left, the more that - hurts their karma.  A + would add karma obviously.  A blank vote is counted as a neutral, no change.  This serves as a self-policing mechanic for the community.

Those players maintaining a positive karma need to be rewarded with better match making tools that allow them to filter out low-karma bad apples. With dedicated servers hosting the L4D2 games and Steam tracking the players, this could be implemented.

Karma stats would also need to be public, without an option for hiding them. 

The beauty of this?  Anyone, at any time, could just set up a non-karma game or set the karma level to 0.  But those of us looking for a better experience, without the benefit of a steady play group, could filter to our hearts content for the caliber of player we want to play with.

December 1, 2009

Nov 2009: What I'm Playing/What I'm Paying

Previous months: Oct 2009, Sept 2009

Check out the "What I'm Playing/What I'm Paying" Google Spreadsheet.


Commentary:

November was a fairly simple month for me. Left 4 Dead 2 launched and then December was here before I knew it. As my only gaming purchase, L4D2 set me back $45 (and would have been only $34 had I not waited so long and went in on a 4-pack with friends).

Before I get to L4D2, I want to mention that I did play some other games this month. I finished my first playthrough of Borderlands and am working on a review of the game as I play through it a second time. Its a good game, not great and misses on just about every category. Fortunately, there is a shitload of guns to make up for it.

Also, I took advantage of the six free months for Pirates of the Burning Seas. I like the game, but it was just a bad month to get started...

... because Left 4 Dead 2 took up the majority of my time! I posted my initial impressions and I'm still amazed by this game. Its tons of fun and improves on the game in almost every category. My only complaint is that the new survivors are not as "awesome" as the first four. I miss Bill.

Conclusion:

Free MMOs, that aren't normally free, are awesome, even if I don't have a lot of time to play them. Steam continues to prove its value with another pre-order special and on-time release with a preload of the game.

Upcoming changes:

I started using Xfire again this month and that is going to change these monthly What I'm Playing/What I'm Paying posts for the better as I get more granular data on how long I'm playing each game. Expect a new, more detailed spreadsheet next month. This is part of a move towards changes in how I want to run this blog (or is this a website now?).

November 19, 2009

Initial Impressions: Left 4 Dead 2

Left 4 Dead 2 does the word sequel justice and delivers everything that was great about the original while adding to the experience in its own unique way. Left 4 Dead 2 is bigger, better, and badder. For some players, it is probably too much. For others, like myself, its exactly what we were looking for.

The immediate difference between the two are the main characters and the campaigns. The new characters and settings have no cross over to the original other than they exist within the same zombie apocalypse. The new characters are not as immediately lovable as the original, but they grow throughout the game. However, the campaigns are pure genius.

L4D1 had fairly mundane campaign settings and outside of one interesting moment on the tarmac at the airport, the game was all about the zombie killing. L4D2, building on epic moments, has included some great show stoppers. One level will have the survivors lighting up a stage at an abandoned rock concert to signal a chopper, while another will have the survivors retreading old paths now flooded by recent storms.

The brilliant part is that its not just the climaxes to the levels. Throughout each, there are a ton of great moments. However, words can not do these campaigns justice. They have to be played to be understood (or for a close runner-up experience for the Dark Carnival campaign, go watch Zombieland).

Also included are new weapons, the obvious additions being melee weapons. After a few hours of L4D2, its hard to think back to a swarming-zombie moment where I didn't have a katana or chainsaw sitting in reserve for that unfortunate moment when my ammo runs out. Sticking with movie references, see Shaun of the Dead for the importance of melee weapons during the zombie apocalypse.

With new campaigns, also comes new gameplay modes. In addition to the classic VS., co-op, and survival, a couple new game modes join the fray:

Scavenge: This is a VS. mode where the survivors have to collect gas cans to fill a generator while the Infected players attempt to stop them. The teams swap each round and the team with the most emptied cans wins.

Realism: This game mode will quickly have players hoping that a real zombie apocalypse doesn't occur anytime soon. There is no returning from death in this mode and everything is hidden from view (no glowing lines pointing out the ammo stack). This mode makes hardcore look carebear.



With the VS. game modes, come new infected, outlined below:

Charger: A hard charging brute that can grab and pound a survivor into the ground. A very much needed "speed" addition to the Infected team.

Jockey: An annoyingly small son of a bitch who can jump onto a survivor and control their movement. There is nothing like walking a survivor out the window of a 30 story building.

Spitter:
A much needed, closet-camper punisher, the spitter lays down a pool of acid spittle that damages all survivors in its area of effect. The spitter is what L4D1 needed.

Boomette: A female version of the Boomer from L4D1.

There is no doubt that VS. mode in L4D2 heavily favors the Infected side. Fortunately, this is a good move. It adds bragging rights to finishing a campaign as the survivors and this time around the scoreboard actually feels like a competition. I never paid attention to the VS. score in L4D1, but since almost every L4D2 VS. match comes down to a few points, I constantly keep an eye on my progress trying to run a few more feet when all hope is lost (the farther a team makes it as survivors, the more points they get).

My only complaints with L4D2 so far are outside of the actual game. Some servers seem to suffer horrendous lag, even when they were able to run L4D1 without a hitch. Secondly, the matchmaking doesn't seem to have improved much as many of the games don't fill with players or in the case of VS. games, the sides become lopsided. The fix, as always, is to play with friends.

I plan to spend many hours playing L4D2, probably more than I spent with the original. At some point, I want to see the new infected and weapons integrated fully into the original campaigns and have everything accessible from launching a single version of L4D. I'm ashamed that I even thought about not playing this game. Its fucking awesome.

November 17, 2009

Left 4 Dead 2 unlocked on Steam

But I have to go to work :(

October 22, 2009

Recruitment Video For People AGAINST the Ethical Treatment of Zombies

As a proud member of PATETOZ (People AGAINST the Ethical Treatment of Zombies), I endorse the following for all viewers:



Left 4 Dead 2 is almost here and after viewing this leaked trailer, I've officially ended my boycott. I recant my previous post.

September 7, 2009

The Great GAME Purge of 2009

Ardwulf purged the MMOs installed on his PC:
That time has come again, to free my overloaded hard drive of games (MMO and otherwise) and software that I’m not playing, and won’t be, for the foreseeable future.
Since I am no longer MMO-centric, I am going to list my GAME purge of 2009. As a bonus, hard drive space is super valuable to me currently as I am shooting a ton of high def video of little Heartless_.

Action Games

Battlefield Heroes: Staying. Its free-to-play and I've spent a few bucks to customize my heroes. Its easy to get into and offers casual FPS game play.

Team Fortress 2: Staying. Every time I think about removing this game, Valve releases an update that pulls me back in. Also, I still want a damn hat!

Left 4 Dead: Uninstalled. I haven't played in months and the friend I played with from work switched to a night shift and is never online when I am. It was a fun romp while it lasted. Also, as the game was downloaded via Steam, it is a simple 1-click reinstall.

Call of Duty 4: Reinstalled. I want to play through the single-player campaign again, and I have to admit that the CoD4:Modern Warfare 2 videos have me drooling for some CoD4 multi-player action.

Quake Live: Staying. Its contained in a browser plug-in and easy to jump into. I may suck at it, but its completely free and worth keeping around.

MMOGs

The Chronicles of Spellborn: Staying, but only if I can fix it crashing my PC. I purchased a new video card and now when I boot up TCoS, it BSODs my computer. If I can't fix this, I will have to remove the game. I don't want to, but TCoS is frozen in development, so no fixes are likely to come down the line. This is the only game that crashes with my new video card.

Runes of Magic: Uninstalled. Since the WoW Cataclysm announcements, I feel dirty playing RoM. For $15 a month, I could be having a much better experience in WoW. RoM is fun and well developed, but I have five years of WoW bias to fight every time I'm logged in. Plus, the PvP in RoM sucks.

Maple Story: Uninstalled. I said I was going to try the game that 90+ million people have tried, but outside of the card game I've lost interest. The iTCG is out of beta, so it now costs money and I doubt I'll be going back to it anytime soon.

Free Realms: Uninstalled. While some people are treating Free Realms as the next coming of Jesus, I see through its thinly veiled exterior. Its a bunch of mini-games in a world where players can interact with each other. All of the good stuff is locked behind the pay wall. I will only admit that it is well executed and offers a quality experience, but it is nothing special. Kongregate, I'm coming back.

Domain of Heroes: Bookmark deleted. Yes, I spent $10 on this lackluster game and then promptly stopped playing. It was after the $10 that I realized how hopeless the development of the game was. Changes were either slow or completely out of left field. It could be a great and fun game, but the balancing act required seems out of reach for the developers.

Dungeons and Dragons Online: Possible new install. I have to wait and see how the game reviews in its new free-to-play form. I never agreed with the fundamental design of DDO, but it could turn out to be a decent freebie that is worthy of a few hours.

Miscellaneous Games

The Path: Staying. I still haven't unlocked everything in this little gem of an indie-game. Plus, I think if I uninstall the game, strange things start happening in real life.

Metaplace: Staying. I don't know what to think of Metaplace. I don't believe it can be a gaming platform of any kind in its current state, but I'm curious to see where it goes. Plus, it takes up no room on my hard drive, so it makes the decision easier.

June 4, 2009

Won't Anyone Think About the Zombies!

Some people seem to be angry about the announcement that Left 4 Dead 2, a full blown sequel to L4D, will be released later this year.
"People are pissed," I told him.

"Well, some are," he responded.

That's something of an understatement. I've been getting e-mails, texts, phone calls, and tweets from readers and friends enraged over Valve releasing a sequel to Left 4 Dead so quickly. This is a company that has reinvented Team Fortress 2 since its release, and every update was free. Left 4 Dead received the Survival Pack, and now there is a sequel coming to the PC and 360 this year.
Personally, I like L4D, but don't nearly play it enough to care about a second one coming out this fall. My biggest disappointment with the game was the limited number of campaigns and character types. Unfortunately, in a very unlike Valve way, it appears this will be remedied in an expansion.

Valve should really start thinking about the Zombies. Chainsaws? A bit harsh, even for the living dead, in my honest opinion. A bit cliche as well.

Update: 25 Oct, 2009 - I take back everything I've said in this post.

February 15, 2009

Left 4 Dead: Fixing Black Textures/Missing Textures/Video Problems

Recently, Left 4 Dead has gone dark on me. In my search for solutions, I stumbled across the following for nVidia card owners:
If you are using Riva Tuner, please follow these directions:

1. Launch Riva Tuner
2. Click the "Customize" button next to "ForceWare Detected".
3. Click the Direct3D/DirectDraw button
4. Set the "Surface Format Settings" to "for DirectX8- Applications"
5. Check the "Enable FOURCC DXT..DXT5 surfaces" box
6. Select "OK" and you will be prompted to restart your computer
For step-by-step with pictures and a guide for ATI video card owners, click here.

Left 4 Dead: Fixing Black Textures/Missing Textures/Video Problems

Recently, Left 4 Dead has gone dark on me. In my search for solutions, I stumbled across the following for nVidia card owners:
If you are using Riva Tuner, please follow these directions:

1. Launch Riva Tuner
2. Click the "Customize" button next to "ForceWare Detected".
3. Click the Direct3D/DirectDraw button
4. Set the "Surface Format Settings" to "for DirectX8- Applications"
5. Check the "Enable FOURCC DXT..DXT5 surfaces" box
6. Select "OK" and you will be prompted to restart your computer
For step-by-step with pictures and a guide for ATI video card owners, click here.

December 3, 2008

Left 4 Dead: Boomer Tips and Tricks

I have started playing Left 4 Dead, Valve's new slaughter-the-zombie-hordes co-op shooter. It is a terrifyingly fun game to blow a few minutes on, whether playing against or alongside other players. The more I play, the more I feel like I am not using the Infected (zombies) classes very well, so I went in search of some tips.

I found a very detailed thread on the Boomer class over on the official Steam forums. I have saved a copy below:

A Boomer Guide
The boomer is the centerpiece of any Infected team's offense, the skill of the boomer player can shape the outcome of many a versus match. Aside from tanks, witches, and the occasional horde... boomers are the only player-controlled means of generating an "opening" in the survivor's defenses. Normally (and I use this word lightly) a competent survivor team can quickly deal with the other 2 infected classes very quickly.

Why is he so important:
1) The blinding effect of your vomit makes it very difficult for blinded teammates to help each other out. Most of the time they have to resort to spamming their weapons at headshot level and spamming melee until the effect begins to wear off. The effect makes it almost impossible to save allied players at first unless they are very close to you.

2) The music that plays after a successful boomer attack on a players + screams of the charging infected also make it extremely difficult to hear what's going on around you and find out who needs help.

3) The obvious free infected swarm that comes with any successful attack.

4) The combination of the above 3 factors creates chaos and confusion among even the most coordinated survivors. The inability to see or hear teammates that well makes it quite a challenge to save them, and being surrounded by infected makes it very difficult to accurately shoot or run to their rescue.



So here are my tips for maximizing the usage of the boomer:
1) Don't attack until at least 2 of your teammates have spawned unless you think you can "get away" after vomitting on survivors (Not very likely)

2) Spawn IN FRONT of the survivors, or ABOVE them, spawning behind them is a dead giveaway for anyone with headphones and forces the boomer to follow them... boomers who spawn behind players are usually free kills unless there are very tight quarters... in which case why dont you just spawn in front of them anyway?

3) Tight corners and roofs are almost guaranteed "win" spots. 90% of teams will have no way to stop you if you camp the right corners, if they shoot you as they turn the corner they will be covered in vomit, if they run to melee you then you can vomit on them anyway... one more reason to spawn in front of them.

4) Don't risk your (boomer) life if the enemy is already fighting a horde. This may seem controversial but when a horde is coming the survivors are already hunkering down for the storm, they will be extra wary and even if you manage to blind them they are probably in a good defensive position where it wont matter. Furthermore adding a few infected to the horde doesn't really make much of a difference. On the other hand blinding + summoning infected after the survivors just finished a horde will wear their health and ammo thin and slow them down.

5) Boomers take fall damage, you can "suicide bomb" enemy players from tall roofs giving them very little warning.

6) Suicide > Vomit against better players. There is a slight delay before the vomit begins and your constant burping will give them plenty of warning, if given a chance to fall from a roof, charge around a corner while someone is firing, or simply run right into their midst and wait for someone to panic and shoot as long as one person gets "boomered" you will be doing your team a service. Many times I've seen novice boomers trying to vomit from rooftops or standing near corners and they went down without doing any good... suicide charges are much more reliable than a vomit attempt.

7) Learn the maps, there are a number of boomer "win spots" where it's almost impossible to avoid the boomer, if a spot doesn't work the first time it probably won't work the 5th time.

8) Consider re-blinding. Ok so you pulled off a successful vomit and lived, hunters and smokers are starting to dismantle the enemy team and the infected are making things difficult for them. Now you can stand back and ambush them at the next turn after they clear up and kill your teammates, or you can just wait about 12 seconds and charge in and suicide into them again. Blinding them again will keep them confused and blind for a combined 25+ seconds giving your teammates plenty of time to finish off their target and wipe the enemy team. Is Bill being wrapped up by the smoker but Zoey is blind firing trying to rescue him? Are 2 or more survivors being disabled by your teammates (smoker/hunter)? Does it just make SENSE to keep your enemy blind for another 10+ seconds? Then run into their blind gunfiring and slap them with right click and they will blow you up 99% of the time and buy your teammates an even bigger window to do their job.

Bonus tips:
1 - You make a distinctive noise and have a large body frame, rely on the "zombie vision" through surfaces to track your targets and don't expose yourself unless you plan on dying. I've seen so many boomers try from "peeking" over roofs and around corners. You have 50hp, one burst from the M16 will kill you before you can react at almost any range.

2 - Smokers... Hunters... you guys are practically useless on your own. Wait for the boomer to make you an opening unless there is a straggler survivor. That doesn't mean you can't run around and distract the survivors to give your boomer an easier opening to run in on.

3 - Smokers... Hunters... target those lovely NON-BLINDED survivors first. They are the ones coming to the rescue, the infected aren't targetting them as much and they aren't blind... they will gun down and free any teammates in a matter of seconds if you don't pounce/smoke their ♥♥♥. Likewise if 2 survivors are blind and 2 aren't... if 2 hunters go for the blinded ones first then you are just going to die a couple seconds later when their non-blind teammates melee you off or just gun you down. Does it make sense for a hunter to jump on a target being attacked by a smoker? No. Does it makes sense for a tank to go for a target being attacked by a hunter? No. Boomer vomit makes a target blind, near deaf, and unable to move because they are surrounded by infected (or will be soon), it's a great form of Crowd control and why would you cancel it out by just jumping on them? You will see your damage increase several fold when going for the non-blinded targets after a boomer assault.

4) Dying near the tank stuns it, which isn't very nice. Tanks spawns are probably one of the few times where it makes sense to come from behind while they are distracted. (courtesy of Faur)

5) Don't forget that your puke arcs. You can extend its range by aiming upwards. You can also use this fact to hit players you can't directly see by puking over objects/obstacles. (courtesy of Ydiss)
Enjoy!

Left 4 Dead: Boomer Tips and Tricks

I have started playing Left 4 Dead, Valve's new slaughter-the-zombie-hordes co-op shooter. It is a terrifyingly fun game to blow a few minutes on, whether playing against or alongside other players. The more I play, the more I feel like I am not using the Infected (zombies) classes very well, so I went in search of some tips.

I found a very detailed thread on the Boomer class over on the official Steam forums. I have saved a copy below:
A Boomer Guide
The boomer is the centerpiece of any Infected team's offense, the skill of the boomer player can shape the outcome of many a versus match. Aside from tanks, witches, and the occasional horde... boomers are the only player-controlled means of generating an "opening" in the survivor's defenses. Normally (and I use this word lightly) a competent survivor team can quickly deal with the other 2 infected classes very quickly.

Why is he so important:
1) The blinding effect of your vomit makes it very difficult for blinded teammates to help each other out. Most of the time they have to resort to spamming their weapons at headshot level and spamming melee until the effect begins to wear off. The effect makes it almost impossible to save allied players at first unless they are very close to you.

2) The music that plays after a successful boomer attack on a players + screams of the charging infected also make it extremely difficult to hear what's going on around you and find out who needs help.

3) The obvious free infected swarm that comes with any successful attack.

4) The combination of the above 3 factors creates chaos and confusion among even the most coordinated survivors. The inability to see or hear teammates that well makes it quite a challenge to save them, and being surrounded by infected makes it very difficult to accurately shoot or run to their rescue.



So here are my tips for maximizing the usage of the boomer:
1) Don't attack until at least 2 of your teammates have spawned unless you think you can "get away" after vomitting on survivors (Not very likely)

2) Spawn IN FRONT of the survivors, or ABOVE them, spawning behind them is a dead giveaway for anyone with headphones and forces the boomer to follow them... boomers who spawn behind players are usually free kills unless there are very tight quarters... in which case why dont you just spawn in front of them anyway?

3) Tight corners and roofs are almost guaranteed "win" spots. 90% of teams will have no way to stop you if you camp the right corners, if they shoot you as they turn the corner they will be covered in vomit, if they run to melee you then you can vomit on them anyway... one more reason to spawn in front of them.

4) Don't risk your (boomer) life if the enemy is already fighting a horde. This may seem controversial but when a horde is coming the survivors are already hunkering down for the storm, they will be extra wary and even if you manage to blind them they are probably in a good defensive position where it wont matter. Furthermore adding a few infected to the horde doesn't really make much of a difference. On the other hand blinding + summoning infected after the survivors just finished a horde will wear their health and ammo thin and slow them down.

5) Boomers take fall damage, you can "suicide bomb" enemy players from tall roofs giving them very little warning.

6) Suicide > Vomit against better players. There is a slight delay before the vomit begins and your constant burping will give them plenty of warning, if given a chance to fall from a roof, charge around a corner while someone is firing, or simply run right into their midst and wait for someone to panic and shoot as long as one person gets "boomered" you will be doing your team a service. Many times I've seen novice boomers trying to vomit from rooftops or standing near corners and they went down without doing any good... suicide charges are much more reliable than a vomit attempt.

7) Learn the maps, there are a number of boomer "win spots" where it's almost impossible to avoid the boomer, if a spot doesn't work the first time it probably won't work the 5th time.

8) Consider re-blinding. Ok so you pulled off a successful vomit and lived, hunters and smokers are starting to dismantle the enemy team and the infected are making things difficult for them. Now you can stand back and ambush them at the next turn after they clear up and kill your teammates, or you can just wait about 12 seconds and charge in and suicide into them again. Blinding them again will keep them confused and blind for a combined 25+ seconds giving your teammates plenty of time to finish off their target and wipe the enemy team. Is Bill being wrapped up by the smoker but Zoey is blind firing trying to rescue him? Are 2 or more survivors being disabled by your teammates (smoker/hunter)? Does it just make SENSE to keep your enemy blind for another 10+ seconds? Then run into their blind gunfiring and slap them with right click and they will blow you up 99% of the time and buy your teammates an even bigger window to do their job.

Bonus tips:
1 - You make a distinctive noise and have a large body frame, rely on the "zombie vision" through surfaces to track your targets and don't expose yourself unless you plan on dying. I've seen so many boomers try from "peeking" over roofs and around corners. You have 50hp, one burst from the M16 will kill you before you can react at almost any range.

2 - Smokers... Hunters... you guys are practically useless on your own. Wait for the boomer to make you an opening unless there is a straggler survivor. That doesn't mean you can't run around and distract the survivors to give your boomer an easier opening to run in on.

3 - Smokers... Hunters... target those lovely NON-BLINDED survivors first. They are the ones coming to the rescue, the infected aren't targetting them as much and they aren't blind... they will gun down and free any teammates in a matter of seconds if you don't pounce/smoke their ♥♥♥. Likewise if 2 survivors are blind and 2 aren't... if 2 hunters go for the blinded ones first then you are just going to die a couple seconds later when their non-blind teammates melee you off or just gun you down. Does it make sense for a hunter to jump on a target being attacked by a smoker? No. Does it makes sense for a tank to go for a target being attacked by a hunter? No. Boomer vomit makes a target blind, near deaf, and unable to move because they are surrounded by infected (or will be soon), it's a great form of Crowd control and why would you cancel it out by just jumping on them? You will see your damage increase several fold when going for the non-blinded targets after a boomer assault.

4) Dying near the tank stuns it, which isn't very nice. Tanks spawns are probably one of the few times where it makes sense to come from behind while they are distracted. (courtesy of Faur)

5) Don't forget that your puke arcs. You can extend its range by aiming upwards. You can also use this fact to hit players you can't directly see by puking over objects/obstacles. (courtesy of Ydiss)
Enjoy!

August 26, 2008

WAR Delayed, L4D Gold

Oops, screwed up the title.

Warhammer Online: Age of Reckoning (WAR) has gone gold.
Mythic Entertainment today announced that the highly-anticipated MMORPG, Warhammer® Online: Age of Reckoning™ (WAR), has gone gold and will open its servers on September 18, 2008 at an MSRP of $49.99 in North America.

“We’ve done our best to create the next great MMORPG experience, but it’s the fans that will bring our world to life,” said Mark Jacobs, vice president at EA and general manager of Mythic Entertainment. “The Day of Reckoning approaches and it’s going to be glorious! It’s time to go to WAR.”
Left 4 Dead (L4D), Valve's co-op zombie shooting masterpiece, has been delayed so the launch can coincide with Half-Life's 10th anniversary.
Well the date has been changed again, and now Valve's highly anticipated co-op survival horror has different release dates for North America and Europe. Left 4 Dead 411 made a request to Valve for definite confirmation, and Doug Lombardi responded, "Nov 18 in the States. Nov 21 in Europe (US retailers do 'new release Tues' and the EU does that on Friday)."

The new release date still ties in with Half-Life's anniversary, as the game was originally launched on November 18, 1998.

WAR Delayed, L4D Gold

Oops, screwed up the title.

Warhammer Online: Age of Reckoning (WAR) has gone gold.
Mythic Entertainment today announced that the highly-anticipated MMORPG, Warhammer® Online: Age of Reckoning™ (WAR), has gone gold and will open its servers on September 18, 2008 at an MSRP of $49.99 in North America.

“We’ve done our best to create the next great MMORPG experience, but it’s the fans that will bring our world to life,” said Mark Jacobs, vice president at EA and general manager of Mythic Entertainment. “The Day of Reckoning approaches and it’s going to be glorious! It’s time to go to WAR.”
Left 4 Dead (L4D), Valve's co-op zombie shooting masterpiece, has been delayed so the launch can coincide with Half-Life's 10th anniversary.
Well the date has been changed again, and now Valve's highly anticipated co-op survival horror has different release dates for North America and Europe. Left 4 Dead 411 made a request to Valve for definite confirmation, and Doug Lombardi responded, "Nov 18 in the States. Nov 21 in Europe (US retailers do 'new release Tues' and the EU does that on Friday)."

The new release date still ties in with Half-Life's anniversary, as the game was originally launched on November 18, 1998.