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Old 05-14-2009, 07:52 PM   #1
Sunken Finkster
 
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Totally Hypothetical Changes to Left 4 Dead

(For anyone more than a little y, read BENEFITS FOR BOTH SIDES first)

If you read the title, then you'll know this is hypothetical. That means don't YELL at me. I know some of you will hate these ideas and that you like your L4D the way it is. It's still Zoey, Bill, Louis and Francis though, you've still got your loveable pal, the boomer. These are ballancing issues for VERSUS MODE basically. I think L4D is a game that if the survivors are better than the infected (and not just a completely infected team) at LEAST one should make it to the safe room, they should get that satisfaction for all their hard work. Survivor gameplay should be about being careful, tactical and smart, checking rooms for items and whatnot, instead of firepower and rushing. Likewise, a zombie victory should be an achievement, not just almost always a given. These focus on the Surviors, but I have some zombie benefits as well.

1#Survivor Radio: The survivor radio is an instrument given to Bill during his time in Vietnam. Unfortunately it only has enough battery left for 5 more calls. Each survivor gets a radio. It has 5 calls if you start at the beginning of a campaign, however, if you start at the 2nd level, you get 4 calls. There are a variety of options once you make a call. (You can make more than one call per chapter, but not for the same thing).

A: The Berserker: (This is where I may start losing you. The berserker is yes, the survivor equivalent of a tank. He drops down from a chopper (which takes about 5-6 secs), is dressed in black leather clothes with a special gasmask. His primary weapon is a minigun, however, he also has a jetpack as a secondary ability. The gasmask makes him invulnerable to Boomer blindness, however, he will still be attacked by a horde.

(Note: You can only call the berserker, if one survivor has been killed. The dead survivor will get to come back and have some revenge)

The berserker is definitely a Tank defense. Now I know many of you would think, hey: 3 survivors with tier 2s and a Berserker? That's overkill! However, the berserker has one major weakness. He has the speed of a yellow survivor, even slower when firing his gun. But wait, wouldn't this make him useless in the face of a tank? This is where the Jetpack comes in. The Jetpack overcomes his main weakness, speed. With a hit of alt fire (LT), and a point of the right control stick in any direction, Berserk will shoot off, faster than a green survivor for a second or two and then stop. HOWEVER. The Jetpack has a fuel bar, and it's not that big. It can be quickly drained by a stupid player. So it becomes neccesary not only to conserve fuel (which eventually refills on its own) but use it when it is neccesary. This is where Berserk skill comes in. Also, in addition to the speed weakness, the Berserk has more drawbacks. One, the berserk has 100 health. He doesn't get incapped, he DIES. So if a Tank connects with a car, you're screwed. (Also, you can jetpack jump up-not a drawback of course but info all the same)Two, he can be pinned just like a normal survivor. Pounce or smoke away. This is why it's crucial that the survivors protect the Berserk. A good zombie team can easily vomit on three survivors then drag the Berserk away. Berserkers are less good for hordes however, as they are slowed even more when mobbed by Zombies. Three, his minigun overheats fairly quickly, so you can't just jetpack it away and open fire on the tank.

Other skills: The berserker has some different vision settings that he can filter through with the D-pad. Standard vision lets him see the health of every creature, including allies

X-ray allows him to see zombies hiding behind walls and whatnot.


B: Tier 3 Weapons/HEAVYWEAPONS
Although T3s may be found in game, they are well hidden, off the main path and there is only one. Each survivor has a t3, and only that survivor can use it. Each weapon is extremely powerful but with signifigant drawbacks.

Bill: Rocket Launcher Clip 1, Total Ammo, 4 (Green speed)
The rocket launcher has the ability to kill the tank in 4 direct hits, and the witch in one. It can also cause splash damage. However, to kill a Tank you need a direct hit. Rockets travel slowly, so unless the Tank is stupid, this will be difficult. Each rocket reloads manually. If you do kill a tank with the RL, your ammo will be gone. And it is next to impossible if you get pounced, dragged or boomed. Also, like every t3 it does horrific FF dmg. One direct hit on a teammate will kill instantly. Splash will incap.

Zoey: Flamethrower 2000 fuel (2000 half seconds)/(yellow speed) (one fuel T)
Most signifigantly the FT has the ability to set Tanks/Witches on fire-considering you can get close enough. With the FT, Zoey moves at yellow speed. Also, hitting a teammate at point blank range will result in death. Anything more will set them on fire (survivor burning covered later), and if they go 20 secs without a medkit, they will die. The other issue is what to do once the FT runs out of ammo. You have 2 options. Discard the FT, or carry it with you. (You can restock a FT with a red fuel can) If you carry it with you, Zoey becomes a target. You can't switch to other weapons and Zoey will move increasingly slower as time moves on. The only defense she will have is her friends and a sluggish melee attack with pathetic dmg.

Francis: Chainsaw 4000 fuel (yellow speed) (needs two fuel tanks)
First off, the chainsaw in almost every case is a horrible anti-tank weapon. Like Bill's RL and Zoey's FT (to an extent) it is an excellent anti-witch weapon. One swing will decapitate her. However, the chainsaw must be revved before it can be used (which begins to chug fuel until you power it down.) which makes considerable noise even possibly attracting a horde (it's also good anti-horde =D) It's impossible to sneak up on a witch with a revved chainsaw. Revving takes about 2 seconds. Your best bet is to stand close (not right behind) rev, then swing when she starts to get up. If you rev it while she's aggroing, she'll charge straight for you, immediately. It's possible to hit her, but don't swing too early or late. Revving also jacks up the Infected Aggro bar-high. (discuss later). If the CS even touches a teammate, they will die. (not if it's unrevved however). Francis faces the same carry/discard Dillemma that Zoey does with the FT. Although, a chainsaw swing still does signifigant dmg to the tank. Considering you can even hit him with it.

Louis: Double-barrled shotgun Clip 8 Total Ammo 16 (Green speed)

LT/alt fire shoots both barrels, which depletes 2 ammo. RT will be a standard shotgun blast. The DB is decent on Tanks, has a slow reload time. Decent on Witches. Has a wide spread, so If you miss, you’ll get your face turned off. The DB shotty is best for covering choke points during a horde. Pretty self explanatory.

A radio call can deliver all 4 T3s at once.

C-Health Pack Re-Supply

Delivers 4 Health packs to the survivors, or however many are left. This is really useful if everyone is in the red and they feel that death is immanent. Players will find the health packs in the closest Temp Safe House (more on this later).

D-Hero Closet (Ammounts to 2 radio calls)

This one requires some consideration. You have 5 calls available to you, but this option will bring you down to 3. This spawns a survivor in the nearest “hero closet.” When you rescue them, they will appear with half health and downgraded weapons. Only use this option if you are certain its worth it. It would be a real shame if you died before you made it to the closet.

System for The Survivor Radio

Now the question is, who will be able to call and make the decisions? The person who has healed/protected/revived the most teammates will be able to call. Then, the option will be voted on. If no consensus can be achieved, then it will be random. If a person is incapped, they can call, but not if being pounced or dragged. If the designated caller is pinned and you cannot rescue him, the second most healing/protecting etc. player can call and so on.

2# Temporary Survivor Safe Rooms

A temp safe room is a smaller version of a safe room where there are not necessarily any supplies, but they provide a place to stop and heal, or merely regain composure. The door auto-opens after 60 seconds. However, Zombies may spawn outside the room at any time, and spawn in the room after the survivors leave. There are 3 survivor Temp rooms in a map.

25%
50%
75%, and then THE safe room. While 25% rooms don’t have anything other than a 60 second safe haven, 50%s deliver T2 weapons. Sometimes they may be at the 75% marks, on particularly hard maps.

3# New Survivor Health

A survivor in his/her current state can be incapped far to quickly. In addition to the bonus option of the radio, Survivors now have 200 health instead of 100. However, Health packs only appear in the STARTING safe room. Four pills will also be delivered in the SSR. When you grab a Health pack, it has an X3 next to the symbol on your hud. And the pills will have an X2. You will not find HPs or PPs in the map. Conservation of health will now be very important. No longer will we see idiots healing at 70 health and wasting it. Also, black and white will occur after the FIRST incap. This makes witches more dangerous and puts an emphasis on keeping your mates up. To go along with this, there is a new survivor silhouette, gray. This is helpful because now you know where your priorities lay with healing. However, the Infected can see it too…=D

4# Melee Weapons/Special survivor abilities

It just feels wrong that every survivor functions exactly the same. It gets to the point where I don’t even remember who I’m playing as. Give them some personality, damn! These are mapped to LT/alt fire and have the overheat melee thing in tact. Also, now melee weapons do FF dmg.

Bill: Combat knife

He’s a green beret, right? Bill would be able to wield a knife in his left hand and a pistol in his right. If he’s carrying a more sophisticated weapon, he needs to swap them out. Does moderate FF dmg.

Special ability: Bill should be able to army crawl, come on. If Bill is incapped, he can crawl towards his friends, making him easier to save. Also, “overheatable” roll dodge in any direction. Highest accuracy with firearms.

Francis: Sledgehammer

Now this is Francis’s type of weapon. Only wieldable with two hands, It’ll kill any common infected/standard SI, but has a two second wind up time and does some considerable FF damage. Not T3 quality, but enough to incap a red survivor.

Special ability: If Francis has anything over 190 health, he will kick hunters off him and beat them down. Cuz he’s badass. Lowest accuracy with firearms.

Zoey: Hatchet

Stronger than the combat knife but pales in comparison to the sledge. One hand wieldable, decapitates CI. : )

SA: Second highest accuracy with firearms

Louis: Baseball bat

Two hand wieldable. Does considerable knockback on anything excluding the Tank/Witch. Boomers can actually be propelled backwards, without exploding, to either save your team from a vomiting or to hit a specific target. You can explode/stun the Tank like this. You can also knock hunters/smokers off friends from a distance. Has a 3 sec windup time/goes to a 3rd person camera. Can also knock CI/SI at whatever.

BENEFITS FOR BOTH SIDES

To even out the Srvr benefits, the infected get a couple of things themselves.

1# Tank/Witch Spawning

A-Witch Spawn: Similar to how the SI have to wait for the Survivors to leave the safe room, the Survivors must wait for the SI to spawn the witch. The first map will autospawn her, but after that, the player with the highest dmg dealt (like the Tank) will spawn her in any spot but in safe rooms.

B-Tank Spawn: In the first map, the tank will spawn half-way through for the highest dmg player. However in the maps to follow, the highest dmg player overall would get to summon the tank and become it. Now there is a strategy to: where to use the Tank? One good idea is to spawn him during crescendos. However, spawning the witch/tank together generally a good idea, because if the whole attack fails, you’ll have nothing in reserve. It’s better to space out ambushes.

2# Infected Aggro

This is a bar that displays for both teams. When the bar is full, a horde will be called, automatically. Many things can up the bar. Gunshots, shining lights on idle zombies, T3s up this bar considerably, ESPECIALLY the chainsaw. Revving up the chainsaw puts it up halfway and then slowly fills until shut down. Four rockets fired will fill up the bar. Witch shrieks, car alarms will instantly call hordes as well as crescendos (however crescendos/finales will have a LOT more CI).

3# Tank Vs. Berserker

This will be a fairly common fight. The problem is one tank against a team of 3 survivors AND a Berserker. Even with spawnable tanks, so you can spawn infected along with it, wouldn’t be enough. When you’ve got 3 survivors and a Berserker, SI has instant respawn, so they can help out as much as possible. The new tank is much more of a team effort than a singular job. If there are 2 survivors, 10 sec respawn time. If there’s one survivor, it’s the standard time.

4# SI benefits

A couple of Perks for your favorite zombies:

The Hunter

Claws jacked back up to ten damage, flaming hunter dmg brought back to normal.

The Smoker

Once you snare a survivor, you may move slightly. You can move just enough to get behind cover. You can also let go of your prey to escape.

The Tank

Punches now do 50 dmg. Rocks do 75. The Rock, when picked up acts as a shield for about 2 secs while he holds it in front of him. Also, you can carry a rock, which is then throwable for 10 bonus dmg. You can also cancel the throw rock command if you used it at a bad time. All things punchable are now punchable. All cars, not just ones highlighted. The Tank can set off car alarms. The rock now flies a bit faster and farther. The tank can optionally, pick up physics objects instead of punching them. It will fly farther, but take longer to do.

The Boomer

Vomit now does base damage plus after “burn”. It depends on how it is divided among the survivors. If you focus it on one, it will do 10 base dmg, plus 1 dmg every 2 seconds for the duration. If you get 2, 5 dmg is done to each, and so on. This allows strategic decision between getting one or all 4. Vomit range reduced. No more Boomer sniping please.

5# Survivor Guns

Pistols no longer have infinite ammo. That’s .

Ammo piles are no longer bottomless pits. Also . There are different ammo piles for each type of gun.

You can’t all take the same T2 weapon. When you take a weapon from a gun locker or wherever it disappears. You can put it back, but another guy can’t take the same gun you now currently have in your hands. Wut? T2s spawn with 2 guns and double shotty, sniper or assault. T1s have doubles of uzis and shottys.

6# Infected Versus Scores

Survivor Deaths-Incapping all 4 doesn’t count. Each kill is 100 points. Berserker/revived teammate still counts as kill.

Damage Dealt-Adds up all damage done to the survivors/adds it to score. Only accounts for direct damage and Boomer damage.

Distance Travelled-The percent the survivors made it subtracts from your score. Multiply by 10. Ex: 45%? 450 points off your score.

Zombie Deaths-The total amount of SI deaths, cpus don’t count. Multiply # of deaths times ten. EX: 21 deaths? 210 points off your score.

Also, finale distance for survivors is now how long they made it through the finale. It’s bullcrap that we died at the chopper, but they got the same distance making it to the radio. =(


Well, there you go. I will answer any questions of balance. Say what you want about my ideas, but you can’t say they’re not well thought out.

Last edited by Sunken Finkster : 05-14-2009 at 07:57 PM.
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Old 05-14-2009, 08:00 PM   #2
So's_your_face
 
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Quote:
A: The Berserker......
Why don't they just call the chopper in to pick them up?
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Old 05-14-2009, 08:06 PM   #3
EXODYNE
 
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Quote:
Originally Posted by So's_your_face View Post
Why don't they just call the chopper in to pick them up?
Because then there would be no beserking
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Old 05-14-2009, 08:07 PM   #4
upnobody
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Quote:
Originally Posted by So's_your_face View Post
Why don't they just call the chopper in to pick them up?
Exactly my first thought ROFL.

I seriously didn't mean to laugh at all this, but I hope this is a joke thread, cause that's the longest piece of bull I've read in my life.

Last edited by upnobody : 05-14-2009 at 08:37 PM.
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Old 05-14-2009, 08:08 PM   #5
sheepfltf
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"Zombie Deaths-The total amount of SI deaths, cpus don’t count. Multiply # of deaths times ten. EX: 21 deaths? 210 points off your score."

out of that whole post that was only thing that seemed halfway decent

it could help infected teamwork

other than that.. the whole post is just full of dumb ideas
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Old 05-14-2009, 08:08 PM   #6
Deyna
 
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Sorry, but bad ideas. No. You want L4D to be more complicated than it is.

10 noes.
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10 noes.
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Old 05-14-2009, 08:14 PM   #7
Atomicxblade
 
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How long did this take to write????
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Old 05-14-2009, 08:36 PM   #8
Bslashingu
 
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I hope you never get a job in the games industry.
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Old 05-14-2009, 08:37 PM   #9
upnobody
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I hope you never get a job in the games industry.
LOL epic. +rep
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Old 05-14-2009, 08:59 PM   #10
Instance
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I'm still waiting for the corner monster that was submitted to this forums months ago... Anyone remember that epicness?
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Old 05-14-2009, 09:01 PM   #11
crownlikeahat
 
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I'm still waiting for the corner monster that was submitted to this forums months ago... Anyone remember that epicness?
My personal favorite was the Lizard Man. That could walk on walls. And slash at people for 3 damage. And do nothing else.
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Old 05-14-2009, 09:05 PM   #12
Instance
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My personal favorite was the Lizard Man. That could walk on walls. And slash at people for 3 damage. And do nothing else.
Haha, too many crappy SI submissions. Ugh. Rigged, useless, or a joke. Nothing seriously realistic.

Heres mine:

Name: Goat
Ability: Spawn more goats, which can also spawn goats that can spawn other goats.
HP: Invulnerable
Speed: A hunter when using speedhack
Damage: 0
Cooldown: 0
Special: Is solid and cannot by passed/climbed/moved by anything.
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Old 05-14-2009, 09:08 PM   #13
sheepfltf
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Quote:
Originally Posted by Instance View Post
Haha, too many crappy SI submissions. Ugh. Rigged, useless, or a joke. Nothing seriously realistic.

Heres mine:

Name: Goat
Ability: Spawn more goats, which can also spawn goats that can spawn other goats.
HP: Invulnerable
Speed: A hunter when using speedhack
Damage: 0
Cooldown: 0
Special: Is solid and cannot by passed/climbed/moved by anything.
that's a picture of a ram, not a goat
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Old 05-14-2009, 09:10 PM   #14
Instance
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that's a picture of a ram, not a goat
Yep. I know that. The photoshopping is absolute crap as-well.
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Old 05-14-2009, 09:10 PM   #15
Spy
 
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Only parts I liked was tank hold the rock in front instead of above himself, and Bill's army crawl ability to an extent.
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