Red Scarlet said:You're weird.
Blizzard said:At least I don't scream when there's a hunter. And I don't talk about eskimos and Sarah Palin's breasts all the time. Panda and Botolf, I'm looking at you...
Botolf said:*Inuit
Armitage said:Where's the steam id stash for you guys? Do I have to dig through this entire thread?
ADD ME SLUTS
http://steamcommunity.com/id/sex
vertopci said:edit: Everyone go spam Blizzard's comments. He keeps deleting all my comments!
Blizzard said:Who, me? Psh, it must be Valve's Comment Moderation System. :lol
Prime crotch said:wow, I suck ass as an Infected, are there any tips for playing as an hunter?
Prime crotch said:wow, I suck ass as an Infected, are there any tips for playing as an hunter?
Prime crotch said:wow, I suck ass as an Infected, are there any tips for playing as an hunter?
25 damage pounces.Prime crotch said:wow, I suck ass as an Infected, are there any tips for playing as an hunter?
SundaySounds said:25 damage pounces.
DT3 is full of decent 25 dmg spotsBlizzard said:...are really hard to get. And virtually impossible in maps like Death Toll 3.
syllogism said:DT3 is full of decent 25 dmg spots
syllogism said:DT3 is full of decent 25 dmg spots
ice cream said:I played this today for the first time in months. Had a really good time. But I want to keep the play time low cos I didn't even know where to go on the maps and I was pretty shit and thats what I loved about it. The randomness and crazy shit.
I don't want to play it a lot since I know I'll just become really good and it won't even be fun..
I mean, CLANS in Left 4 dead? CLAN MATCHES? It seems like its going against what L4D actually is. Mindless fun, not this deep serious game.
Nabs said:l4d is a totally different (and better) game once you know what you're doing.
Blizzard said:I'm a terrible player, but what ones are you talking about? Or am I thinking of a different DT map? Even good players like Red Scarlet and nabs (well, nabs may be terrible) are always missing pounces and ending up a foot short or something. Lag doesn't help. On the map I'm thinking of, survivors start really high up in a church. If you jump up on the cross as a hunter, you can pounce a long way down, but if survivors go outside and look up, they'll immediately kill you unless you jump on them at the ledge, in which case you only do 13 damage. If they're stupid and go all the way down, then you MIGHT have a chance of 20-25 damage, but that's rare.
And then the rest of the level is all MUCH lower in height than the church steeple cross. A lot, perhaps most, of the highest roofs are blocked off so you can't pounce off of them either...
Not to the same degree, but you can still pull of some nifty stuff and get to places you usually can't go to.Armitage said:How does wall jumping work on the 360? Is it as prominent as on the PC?
Just to be clear, pounce damage is decided purely by horizontal distance travelled (but you need some height to build that distance into the 20-25 range). I'm sure Red Scarlet knows this, but it's not clear from the wording of her post.Red Scarlet said:but it's a combination of height + horizontal distance that combine for a big damage pounce.
What? I'm pretty sure it's based on straight-line distance from initial to end point, of which both horizontal and vertical movement affect.Shake Appeal said:Just to be clear, pounce damage is decided purely by horizontal distance travelled (but you need some height to build that distance into the 20-25 range). I'm sure Red Scarlet knows this, but it's not clear from the wording of her post.
You don't need to press RB; just turn with the stick. If your sensitivity is decent you can do just about anything a PC player can, albeit with more difficulty. I can get on top of the silos on BH5 with wall jumps using a controller. But generally I imagine it isn't as prevalent on 360.Chinner said:Not to the same degree, but you can still pull of some nifty stuff and get to places you usually can't go to.
Basically to wall jump, you got to jump towards (usually at like a 45 degree angle) to the wall, then tap rb so you turn around and when you back approaches the wall press the jump button again (it should recharge instantly) and you'll jump. Once you figure out what jumping angles are and how direct you haave to face you can do some impressive shit.
Shake Appeal said:Just to be clear, pounce damage is decided purely by horizontal distance travelled (but you need some height to build that distance into the 20-25 range). I'm sure Red Scarlet knows this, but it's not clear from the wording of her post.
I know but RB is just quicker and if you're knew to the wall jumping it just makes things easier while you get your ahead around the concepts.Shake Appeal said:You don't need to press RB; just turn with the stick. If your sensitivity is decent you can do just about anything a PC player can, albeit with more difficulty. I can get on top of the silos on BH5 with wall jumps using a controller. But generally I imagine it isn't as prevalent on 360.
That was the Anger Sphere module that broke off Glados, voiced by Mike Patton. Patton also did the voices for the zombies in L4D.ezekial45 said:Oh yeah. Red, did you record that thing from Portal you were talking about? Zombie noises coming from Glad0s' room.
ThaiGrocer said:That was the Anger Sphere module that broke off Glados, voiced by Mike Patton. Patton also did the voices for the zombies in L4D.
A lot of those hunter videos show pounces where people pounce nearly directly up, coming down and hitting 25 damage.MNC said:But if line A-B is hunter pounce damage... (So line length) That would mean insane high pounces with virtually no horizontal distance is a long line = alot of damage, but iirc that's not the case.
Actually, that would mean the direct line between hunter and survivor is really short, but I get what you mean. I misinterpreted one of the videos that showed jumping up -> down = 0 damage, and I kept that in my mind as vertical travel. Which was wrongBotolf said:A lot of those hunter videos show pounces where people pounce nearly directly up, coming down and hitting 25 damage.
After playing in low gravity, I have a feeling the pounce is calculated by air time and not distance. I landed a 25 damage pounce on a guy floating in midair in NM5 in this low gravity environment, but the pounce started nearby and I was moving slowly through the air.MNC said:Actually, that would mean the direct line between hunter and survivor is really short, but I get what you mean. I misinterpreted one of the videos that showed jumping up -> down = 0 damage, and I kept that in my mind as vertical travel. Which was wrong
Red Scarlet said:http://www.youtube.com/watch?v=tuCgdhqZZ4c
:40 in. He goes about 5 feet horizontally, but he's like 15 stories up. That was my first 25'er as well, with the survivor on top of/next to the cop car.
I wish I was able to record my viewpoint. A sudden wave of fire, the first propane tank going off to stun everyone, then all I can see is the seven flaming propane tanks on the mantle going nuclear. I need to get my computer set up for videos sometime.Red Scarlet said:Since I made that one, I made Daigoro's vid. He managed to set up 6 propane tanks on top of the fireplace on the lighthouse, so he thought it'd be neat to use them in a grand explosion, with gas cans. I suggested setting it all off with a pipe bomb, and got a good view of the hilarious result. So here you go, Daigoro.
http://redscarlet.paragonsigma.com/daigoboom.avi
Blizzard said:But if airtime was key, why wouldn't vertical pounces do more damage? (starting from ground height)