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For me right now, I enjoy L4D2 more due to the workshop and custom campaigns.
You are also playing medic wrong. Medic has the ability to fully heal a player including all trauma with a med kit if built properly. If you are playing the game without speedrunning then a Mom/Doc is required on Nightmare to make it through any act with a medic focused build. The most important cards for a medic to get at the start of any run is Support Scavenger and Emergency EMT. Emergency EMT increases the Max health of players by 20%, but it will also replace up to 20% trauma once the level ends.
Who cares though? Pain Pills can do the same thing, instantly, without requiring a pricey item that virtually never spawns mid-level. Plus, you don't have to dedicate your build to them.
Pain Pills almost certainly need a nerf, IMO. They're one of the key components leading to the current Speedrun meta.
Mom and Doc's primary power both comes from their team abilities, not being a medic. You can run them as a gunner or melee character just as well.
Any character can take those cards just fine, you don't need to load up on a bunch of medic cards, just toss one of those into another build.
Also, the Scavenger cards are all mostly worthless. They simply have too little effect, it's vastly better to just focus on powering up the items instead (for example, as a Grenadier, never take Offensive Scavenger, it'll contribute one grenade per level at the absolute most, take something like Bomb Squad instead). I do think these cards are potentially very interesting, they just need a buff.
- Medic works fine because pills are essentially garbage unless you're trying to speedrun. One of my team runs medic and has been extremely useful to us, though we've had to work to fine-tune the cards he runs.
- Shotgunner is a viable build, it just doesn't use Buckshot Bruiser. It uses Face Your Fears instead, and it's ludicrously powerful for holding fixed points and deleting Specials. If they ever fix Buckshot Bruiser, all it'll do is make an extremely powerful build even stronger.
- The thing that's going to kill the community harder and faster than anything else is the non-stop barrage of threads whining about the game. Hell, I enjoy the game a lot and the endless ♥♥♥♥♥♥♥♥ and moaning is getting ME down on it. So how's a new player - or indeed, potential buyer - going to feel looking at a thread full of entitled brats vocally complaining about how much of a betrayal it is that a developer didn't meet their wholly imagined expectations?
- You do have a point, to an extent, about a lot of the cards being basically garbage. However, that's true of virtually every game with an upgrade system of some kind or other - there is always an optimal route for what you're trying to achieve. I do think the cards could use a bit of re-tuning to allow for a bit more versatility - in particular, we really don't need like four cards dedicated to bullet penetration - but it's really not a particularly big deal.
Pills are nowhere near garbage even when not speedrunning. They give a massive amount of health that isn't impeded by Trauma and you can use them instantly. When you have temporary health, you also take less / no trauma damage. There are also a ton of cards that synergize well with them.
Melee does the same thing but way better because it also gets battle lust, has more range / AOE, and doesn't have to reload. Shotguns are also pretty bad against specials, as you have to get so close that you'll take a lot of damage, and they aren't as tanky or powerful as Melee, which is why they really need Buckshot Bruiser to work. I spent a lot of time trying to make Shotguns work on a Mom deck, but they simply aren't good at the moment.
If a ton of people are whining about a game, it's probably because it has issues.
The fact that people care enough to complain shows that there's potential here, but it needs a lot of work.
One of the biggest problems here is that cards always come in sets of 3. One that has no drawback, but is weak, a medium-power one with a small drawback, and a high-power one with a big drawback.
Generally speaking, the weakest of the cards is always worthless. It simply doesn't do enough to be worth a slot. The medium card is almost always top tier, as the drawback is virtually always trivial. The strongest one varies based on the card, some (like Hyper-Focused and Silver Bullets for example) are amazing, while others have a drawback that's too severe to be worth it.
The other scavenger cards are completely useless though and definitely need a buff.
In all of my experience with support scavenger, it tends to spawn a couple extra pills and bandages per stage and that's about it. Bandages are nearly worthless due to their inability to heal trauma, and while pills are good, they're also very cheap and common, you might as well just play Box O' Bags instead so everyone can buy an extra pills.
Similarly, with Offensive Scavenger, you might get a single extra flashbang and frag grenade or maybe a Pipe Bomb if you're crazily lucky. If you're playing a grenadier, you're probably running a stack of frags, so finding any offensive item that isn't a frag is worthless to you, if anything it's maybe a bit of a buff to your teammates on early stages when they don't have enough money to buy grenades, but it's also a fairly low power card so I'd usually rather have something else. This could probably be improved by allowing you to carry multiple types of items from a different category, but that's a discussion for another topic.
I mean, the reason to do it again is exactly the same as the reason to do (for e.g.) L4D2 campaigns again. For the fun of playing through with your friends. That being said, honestly if you're not replaying a game you've already pumped 60-80 hours into, that's fine in my books. That's about retail price value, give or take.
The cards synergising with pills are extremely short duration and generally kinda trashy, much like the pills themselves. Sure, they're nice for all of a minute or so, then the temp health wears off and you're left with nothing. By contrast, my Medic teammate runs a single card with Doc and can full heal (minus trauma) with a single bandage - lasting benefits, single card investment. Whether you think pills are great or not, I don't think you can reasonably say that a single card investment to be able to full heal off an extremely common item is non-viable.
I'mma be honest, if you think shotguns are bad then I have no idea what you're doing with them. On Veteran or even Nightmare, a properly built deck with an AA12 will wipe a Tallboy with zero damage taken simply by unloading into its face. More range is a question mark. Width of swing is debatable because if you're running a wide swing you're doing substantially less damage to Specials, which will in turn get damage (or more relevantly, trauma) onto you - and regardless, an AA12 can put out three shells in the time it takes you to swing.
Even if you disregard everything else I've posted, please take this as absolute read - the AA12 is the single best gun in the game right now bar none. If you can't make it work, that's on you and I urge you to try again.
...Be...cause... people on the internet are usually reasonable and well-balanced individuals? I would love to live on your planet. The number of people whining is nothing to do with the game's issues - I fully agree the game has some issues, and most of them aren't even touched on by the various whine-threads we get on here.
The fact that people care enough to complain is wholly tied to their insistence on complaining like the entitled little ♥♥♥♥♥ they are. Hell, as evidence I point you towards one particular idiot who's created at least half a dozen threads over the past few weeks whining about the game *having admitted he never even bought it, just played the beta*. That's the kind of thing we get around here.
I can largely agree with that. Some exceptions - Silver Bullets is kinda bad unless it's a very late card in your deck simply because it's outclassed by at least four others for dealing damage and bullet penetration is trash tier - but mostly, yeah, you're correct. The devs took a little too much inspiration from CCGs when designing the cards, I suspect, and included some trash just as pack filler.
Your view on pills will most likely also change since pills are better for your teammates to carry in case of emergency, but it cannot replace a medkit/bandage on the team medic.
Also AA12 is the single best gun in game atm. It can wipe out birds and specials solo.
Playing with Randoms on Veteran might work better if something could be done about the high number of trolls and leavers.
I still think people are really underestimating pills. Combat in this game tends to come in waves, so even if your heal lasts only a minute, that's probably enough to get you through whatever wave / bossfight / whatever is at risk of wiping your squad. Afterwards, when the threat level isn't so high, you can probably find a First Aid Cab or bandages to heal up.
Which card? I would assume it's the +60% heal -50% use speed one? That card is powerful but that use speed drawback is more significant than it looks, that makes for pretty slow revives and heals.
Also, unless you're personally taking Body Armor, you're probably going to build up too much trauma damage for Bandages to remain usable for long, and if you are, that's now a 2-card investment.
The AA12 is decent, but it has its own set of problems. For starters, it's not one of the starting guns, so you have to find it first. This also means you have to find upgraded ones later, which can be an issue. Secondly, it's probably the least ammo-efficient weapon in the game. Running out of ammo is actually a real issue with this weapon, even though shotgun ammo is usually plentiful because no one else wants it. You'll probably need to run this alongside something else, likely a pistol, and I'm not a big fan of the pistols. Using it with Admin Reload / Two is One is a decent option, probably the best way to use shotguns, but I still feel that Melee does this pretty much just as well when paired with an LMG to shoot the specials.
I actually don't really think this is true. If you look at the pre-launch complaining, it was mostly about the card system and people fearing the game would be filled with MT. That has completely vanished. Most of the complaints now are about the difficulty, which is legitimately extremely high for a game of this type (even if you enjoy it, I don't think it's debatable that it's much harder than most similar games), or trolls, or things like the game balance.
No it isn't! I thought the same thing for a long time too, but Silver Bullets is secretly way better than it looks, due to an oddity in the game's damage formula. Basically, any card that adds "damage" only contributes to the non-weakpoint portion of your damage. However, cards that add "melee damage" and "bullet damage" contribute to both non-weakpoint and weakpoint damage. As such, Silver Bullets + Hyper Focused actually adds vastly more total damage than Glass Cannon + Hyper Focused.
It's incredibly unintuitive and it probably needs to be fixed in a patch, but that's how it works right now.
This. There needs to be a moderately challenging difficulty, and right now there isn't. I'm working through veteran with a group, and we're not having too much trouble. But dropping into a lobby of randos? Playing casually and still having a good time? Forget about it.
Recruit is boring, Veteran is unforgiving, and Nightmare is ridiculous. That's fine, and I like that there's challenge provided, but there needs to be a difficulty between recruit and veteran. I'd like to be moderately challenged, and the game doesn't offer a 'normal' difficulty. It's either easy, hard, or very hard. As it is, after I clear Nightmare once, I don't see myself playing this game again.
This game will die if there isn't a middle-ground difficulty. It hurts replayability so, so so much. It's a bummer cause I like the game a lot. The cards (corruption & deck-building) add a lot. The maps are a little less charming than L4D but not bad. And the variety/situational item applications make a lot of different strategies viable. It has a so much potential replayability but it's either boring or it's kind of a pain.
What you might be able to point out is that I played Veteran in a 2-stack, which does somewhat reduce the value of team support cards because the bots can't use them. Maybe with a 4 stack Offensive Scavenger could just barely be worth it since your teammates might be able to use the extra molotovs or what not. I still don't think I'd take it near the start though.
I think AA12 is like top 5. I would say the #1 best gun in the game is the Barrett, its damage output drastically outpaces everything else, and it's also a very ammo-efficient weapon.