Left 4 Dead 2 To Feature Bulletproof Zombies

DigiQ8

Tank
Joined
Jul 6, 2003
Messages
5,955
Reaction score
0
It seems The Parish campaign will feature another uncommon-common infected. The riot police wearing full bulletproof vests zombies.

These kevlar wearing infected can only be killed from behind, making it especially difficult if two are bearing down on your character. A quick melee hit will stun them, even knocking them down and exposing their posteriors. But as they charge you, unloading a full clip on their fronts will essentially do nothing.

You can read Kotaku's impressions here.
 
At first I was a bit angry about this, but now I'm just *meh* about it. I guess it's good for keeping everything different.
 
Interesting.. but it seems valve is just adding these in for the hell of it..

The Spitter and uncommon common were interesting additions though.
 
Nice, I like how the uncommon common infected are designed to add a bit more variety between the various campaigns.
 
Sounds kinda dumb and a bit of a cheap gimmick IMO.
 
Well, one of the complaints people had from what I heard is that the hordes were too easy to deal with. The uncommon common will change things up hopefully making the hordes of common infected pose a bigger threat, so it's not just a stupid gimmick.
 
How is it dumb or cheap? Besides, atleast bulletproof vest makes sense in the world unlike ammo that set people on fire. I am really starting to like the uncommon-common.
 
I like this. It adds a challenge to the horde instead of just mowing them easily.
 
Sounds like it's gonna be CS1.6 all over again. Tactical Shields :x.
 
It's neither dumb nor cheap, and it is certainly not 'for the hell of it'. Variable infected change the dynamic of hordes. Valve are essentially rejuvinating the vast quantity of elements that suck in L4D, and supplementing them with highly welcome, entirely new features.
 
It's neither dumb nor cheap, and it is certainly not 'for the hell of it'. Variable infected change the dynamic of hordes. Valve are essentially rejuvinating the vast quantity of elements that suck in L4D, and supplementing them with highly welcome, entirely new features.
Furthermore you can be rest-assured that if these new zombies don't play well during the extensive play testing that will inevitably take place I'm sure it won't make the cut.

The truth is, it has probably already been play tested to death and they've found it works well.
 
I was thinking about this kevlar infected the other day when they mentioned this uncommon commons...

It makes perfect sense... Only, I don't think it makes too much sense that it only takes damage from behind... What I mean... Even the best kevlar vest has weak spots, usually near the articulations... And if the zombie is not wearing a helmet, it should take damage on the head too... But why take damage from behind? Limbs maybe, but the torso should be protected with the same amount of kevlar front and back
 
Also name a company that make games as great as Valve in the past 5 years. I can't really name ones that make me smile as much as they make me smile. end of case
 
Also name a company that make games as great as Valve in the past 5 years. I can't really name ones that make me smile as much as they make me smile. end of case

Infinity Ward.
 
Awesome awesome awesome. Looking forward to hearing about the other two and what "mud men" do.
 
It's neither dumb nor cheap

Kevlar can not stop a full clip of ammunition from a rifle as you'll find the sharp tip of said ammunition will go right through. So it is both dumb and cheap :D

The truth is, it has probably already been play tested to death and they've found it works well.

The truth is this likely isn't the case despite whatever Valve may tell you and we'll know the true nature of how the games balanced when it's out. I can pretty much guarantee it will not be perfectly balanced in any way.
 
but bulletproof vests don't even cover that much.

:l
 
Realism in an over the top zombie movie spoof video game? Come on guys.
 
Wanting realism in a zombie game where zombies use tongues as weapons, vomits on people in cascades and blows up. Being big as trucks and take 4 billion bullets fired at them.
And people coming alive through closets.
Seriously guys.

Then it's more realistic to switch all the zombies for rabbits.
 
Hands up everyone who is going to define the moment that, upon hearing your team mate call for help, you spin round and take out from behind the riot infected your team mate just frying panned, as one of the best moments of their gaming history...
 
I see this as a direct and welcomed impact on gameplay mechanics.

This is absolutly cool in my book.

L4D is a balance between disposing hordes of easy common infected while keeping an eye out for special infected.

Valve is mixing things up with uncommon common that players will now have to keep an eye out for between normal infected and the special ones. Fireproof infected? Bullet proof infected? Infected that sling mug on your face while attacking you thus ruining your visibility? This is exactly what I wanted added to the L4D experience.

And for those with scientific instruments and investigating unrealistic scenarios in a computer game the only thing I can say is. Turn the computer off and go outside. There is a reason that is called the real world. Keep your real world out of my games.
 
The truth is this likely isn't the case despite whatever Valve may tell you and we'll know the true nature of how the games balanced when it's out. I can pretty much guarantee it will not be perfectly balanced in any way.

And how can you guarantee that? You can say it won't be, then if it turns out that way you can be a dick and go "told you so!" But you're in no position to guarantee anything.

And what, pray tell, is unbalanced about adding some variety and challenge to a game? What is unbalanced is players mowing down hordes of infected without any problem.
 
I'd like to point out the word 'perfectly' is before the word balance, which kind of makes it a fair point. There hasn't been a perfectly balanced game since rock, paper, scissors.
 
There hasn't been a perfectly balanced game since rock, paper, scissors.

I hate to do it, but you're asking for it. As the average player (in my region) plays the game, we have our playing hand in a "rock" while the other hand is flat at stomach-chest level. We tap our playing hand twice to the flat hand to the rhytme of "rock,paper,scissors". Now, some players release their "weapon" early while some release late. If somone is playing "paper" and releases early, the other person has a split second chance to change their hand to beat the opponent. If they release late, the opponent loses the chance. HOWEVER, if you play "rock", your hand remains constant, giving no shift of the hand to enable a predictable counter.

Or I just love to argue.
 
Sounds like Spyro one.

Obviously they will be slower moving, and have the possibility of tripping over when running for a distance. So one person can kill them, but with difficulty...
 
Well the solution is to obviously shoot for their legs, since they should come off with ease considering the new gore features.
 
Back
Top