What? No-one backs into a corner anymore, the Tank hits multiple people if they are close enough together. The real danger you have to look out for is everyone picking different corners/running in circles, because 3 or 4 T2’s pumping you and you’ll go down fast.

Welcome to last month :-D

Gonna take a hiatus until May. We’re moving and that’s going to take all of my free time.

luckily the new superpatch adding the other two campaigns to versus mode hits on the 21st, so that should breathe new life into the game.

Do headshots on the tank do more damage?

No.45

I though it was still broken, my bad.

H.

Here’s my new problem: advanced laziness. I’ve been playing a lot of MP advanced for fun, and when there is an alarm car and we’re in good shape, I tend to just set the thing off to get the horde out of the way. Of course, with pubs this often leads to disaster. I think I’ve got some sort of VS paranoia about force multipliers going.

H.

i have passed through my feverous stage of anticipation for survival mode and the new campaigns. I’ve become bitter, frustrated and angry that we are not playing content that must surely be done and ready for us to play. I refuse to think that Valve is “perfecting” it when we all know in a month or two they’ll release another patch “perfecting” it some more. I have accepted that l4d is improved by iteration many months ago.

Valve releases things when they’re ready. Why would they make us wait while the final version is finished collecting dust? It’s free, so it’s not like they’re waiting for a good time to make sales.

I imagine that it has to do with the simultaneous release of the DLC for 360 and PC. Or at least, that seems to be the consensus among the crybabies over at the official L4D forum.

I think this is it, unfortunately. Even though I own the PC version, I haven’t played it since the demo (since all my friends bought it and are playing it on Xbox), but remember being able to aim and kill zombies a lot easier in the PC version.

Oh well, it’s still a really fun game as the zombies, even if playing as the survivors is boring and frustrating.

Looks like until I get my battery fixed on my motherboard I’m on the sidelines with Pogo. So my late night L4D games are canceled until at least Saturday.

Per the L4D blog it is really coming next week, and I am stoked. I’ve never gotten any consistent team games going for this, but I bet this release will draw some qt3ers back to the 360.

Sidelined by a battery? You, sir, are weak. You will be the first against to have his skull bashed open when the zombocalypse comes.

Staff Sargeant has cheats (read: console commands) to play Death Toll in versus. It’s buggy, but oh so fun.

I recommend playing a round or two if you’re given the opportunity.

The 21st will be a good day.

Uhh, they aren’t cheats. Anyone can type in “callvote changemission smalltown” to start a vote to change to Death Toll, and replace “smalltown” with some specific phrase for Dead Air (airport or something). No RCON password or cheat activating required.

I was trying to be snarky.

I think it’s just a lame joke from my days playing counterstrike. Anything more complex than pressing a mouse button to kill baddies automatically = cheats.

I’m back with a new video card to boot, but there was no one playing online when we went through everything to test it. So I’ll be on during our late game tonight and hopefully we can get a game going now.

More info about the coming Survival Mode:

It might seem that just gradually increasing spawn rates and numbers of infected will create a nice smooth curve, but it turns out to be much trickier than that. Each type of infected has its own spawn schedule, so even though the individual spawn curves may be designed to be fairly easy at a particular point in time, sometimes they overlap in just such a way that the players find themselves in a really bad situation far earlier than we intend.

For example, a tank will be much harder to fight if a mob of common infected spawns at the same time - and nearly impossible if three hunters also show up right at that moment. A similar situation can happen due to variables outside our control - a team may not dispatch a tank or mob quickly enough, causing subsequent waves to start arriving and piling on to an already difficult battle. It’s also hard to anticipate when teams will need to make an ammo run or heal up, both of which can be extremely difficult only a few minutes into the round. In order to help visualize these overlap points and the collapse of each spawn curve, we graphed out the wave behavior of infected over the course of a survival round.