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The "sacrificee" word is intentional on my part.


** Obtaining the "Strength In Numbers" achievement. To earn this, you have play Team VS or Team Scavenge with a group of your friends and beat the other team who are random players that are friends with each other. The catch? There will always be one team who will all RageQuit and screw over the other team out of earning the achievement. On top of this, Team VS/Scavenge is hardly used at all since most people prefer public games where it is easier to set up and get a game going more quickly. With rage quitting and people not playing these game modes, the achievement is pretty much unobtainable without boosting.



** "Strength In Numbers" requires you to play Team VS or Team Scavenge with a group of your friends and beat the other team who are random players that are friends with each other. The catch? There will always be one team who will all RageQuit and screw over the other team out of earning the achievement. On top of this, Team VS/Scavenge is hardly used at all since most people prefer public games where it is easier to set up and get a game going more quickly. With rage quitting and people not playing these game modes, the achievement is pretty much unobtainable without boosting.



** The first two-thirds of the Sugar Mill in "Hard Rain" are mainly comprised of corridors, bends, and tight chokepoints, which are usually back-to-back, to the point you can round the corner and abruptly find a Special Infected eager to spill your blood. Uncommon Worker Infected spawn here and [[KungFuProofMook are immune to the Pipe Bombs and Bile Jars' effects]], and make hordes more annoying to fight off. However, this level has a nasty gimmick; up to ''fifteen wandering Witches spawn throughout the level.'' In spite of this variant being harder to spook, the tighter level design ensures wandering Witches are easier to accidentally [[MurphysBullet shoot]] and bump into. Unless somebody knows how to fight off the Witches, expect a poor soul to be incapacitated ([[FromBadToWorse or instantly killed in Realism or Expert]]) for every one that gets pissed. Then there is the campaign's only crescendo event, triggered by calling up a slow-moving elevator. The building where said event is set has little cover and is difficult to hold out in, and has two big ledges and a giant gap in the center, which Chargers and Tanks can toss you off of for an easy death. Finally, the sugar cane field section shortly before the saferoom has water that slows your movement, rows of sugar canes to obscure your sight, and a potential boss spawn area. Everyone should hope they're in the proper condition to fight a Tank there if that happens!

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** The first two-thirds of the Sugar Mill in "Hard Rain" are mainly comprised of corridors, bends, and tight chokepoints, which are usually back-to-back, to the point you can round the corner and abruptly find a Special Infected eager to spill your blood. Uncommon Worker Infected spawn here and [[KungFuProofMook are immune to the Pipe Bombs and Bile Jars' effects]], and make hordes more annoying to fight off. However, this level has a nasty gimmick; up to ''fifteen wandering Witches spawn throughout the level.'' In spite of this variant being harder to spook, the tighter level design ensures wandering Witches are easier to accidentally [[MurphysBullet shoot]] and bump into. Unless somebody knows how to fight off the Witches, expect a poor soul to be incapacitated ([[FromBadToWorse or instantly killed in Realism or Expert]]) for every one that gets pissed. Then there is the campaign's only crescendo event, triggered by calling up a slow-moving elevator. The building where said event is set has little cover and is difficult to hold out in, and has two big ledges and a giant gap in the center, which Chargers and Tanks can toss you off of for an easy death. Finally, the sugar cane field section shortly before the saferoom has water that slows your movement, rows of sugar canes to obscure your sight, and a potential boss spawn area. Everyone should hope they're in the proper condition to fight a Tank there if that happens!



** "The Sacrifice", in the final minute, has the Director summon [[FourIsDeath FOUR]] Tanks at once. Though you don't have to kill them at all, you just have to hope they don't get between you and the generator... which unfortunately, they generally do.

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** The Sacrifice:
*** The first map,
"The Sacrifice", Dock", throws out a wake-up call via its crescendo event at the halfway point. No Tanks and Witches spawn on their own here, and that's because a survivor must open up a train car holding ''one of the former'', who needs to be killed [[GateGuardian in order to progress through the level]][[note]]if you're playing the TAAAAAAAAAAAAAAAANNNK!!! or Tank Run mutations, both of which throw Tanks at the Survivors in droves, [[AntiFrustrationFeatures the other train car door will fortunately be unlocked and ready to open]][[/note]]. The arena the Tank is fought in doesn't give you much space to work with, and backtracking to get breathing room is impossible because it's set past a PointOfNoReturn. Combine this with the zombie mob and [[DemonicSpiders Special Infected]] that get in on the act, and you have a chaotic fight on your hands that'll likely have someone incapacitated or killed by the end of it.
*** The final map, "Port Finale", tasks the survivors with powering up three generators in order to get a bridge down. For each generator that powers up, however, a Tank spawns, which is then followed up by a horde of zombies after he's killed, or sometimes it's vice versa. The catch is that the finale will fail if three survivors die, which tightens the margin for error. If your team survives all of that and make it to the bridge and power it up... the generator nearby jams, and [[HeroicSacrifice somebody needs to jump down and fix it]]. While it's normal for a Tank to spawn
in the final minute, has escape sequence, here, after said generator jams, the Director summon [[FourIsDeath FOUR]] summons '''''{{four|IsDeath}}''''' Tanks at once. Though you don't have on the road to kill them at all, you just have the bridge a fair distance away. Since there will be a bunch of zombies and Special Infected out in droves, ''and'' the generator is behind a chain-link fence that requires going around, there will be plenty of opportunities for the sacrificee to hope they don't get screwed over, including the Tanks in question getting between you them and the generator... which unfortunately, they generally do.generator.
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** Friendly AI treats one of the players, if not the only player, as the leader (despite if somehow, Versus mode played with bots, the bots are shown to be capable of navigating all the way to the saferoom), and the game considers them "players" as well for safehouse and rescue requirements. It didn't help that, without modding, there is no way to get away from being pinned by Special Infected without friendly AI's help and as of the Last Stand, the tweaks for the AI (like making them group less) made the already infamously terrible survivor AI even worse.
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More Word Cruft, and grammar fixes.


** The Charger can be this, if an unlucky survivor is near any bottomless pit, or any high sections where they can fall. As a Charger can [[TakingYouWithMe charge into them and carry them to an instant kill via falling to their death.]]

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** The Charger can be this, if an unlucky survivor is near any bottomless pit, or any high sections where they can fall. As a Charger can [[TakingYouWithMe charge into them a Survivor and carry them to an instant kill (or at least a lot of fall damage) via falling to their death.deaths.]]



** The first two-thirds of the Sugar Mill in "Hard Rain" are mainly comprised of corridors, bends, and tight chokepoints, which are usually back-to-back, to the point you can round the corner and abruptly find a Special Infected eager to spill your blood. Uncommon Worker Infected spawn here and [[KungFuProofMook are immune to the Pipe Bombs and Bile Jars' effects]], and make hordes more annoying to fight off. However, this level has a nasty gimmick; up to ''fifteen wandering Witches spawn throughout the level.'' In spite of this variant being harder to spook, the tighter level design ensures wandering Witches are easier to accidentally [[MurphysBullet shoot]] and bump into. Unless somebody knows how to fight off the Witches, expect a poor soul to be incapacitated ([[FromBadToWorse or instantly killed in Realism or Expert]]) for every one that gets pissed. Then there is the campaign's only crescendo event, triggered by calling up a slow-moving elevator. The building where said event is set has little cover and is difficult to hold out in, and has two big ledges and a giant gap in the center, which Chargers and Tanks can toss you off for an easy death. Finally, the sugar cane field section shortly before the saferoom has water that slows your movement, rows of sugar canes to obscure your sight, and a potential boss spawn area. Everyone should hope they're in the proper condition to fight a Tank there if that happens!

to:

** The first two-thirds of the Sugar Mill in "Hard Rain" are mainly comprised of corridors, bends, and tight chokepoints, which are usually back-to-back, to the point you can round the corner and abruptly find a Special Infected eager to spill your blood. Uncommon Worker Infected spawn here and [[KungFuProofMook are immune to the Pipe Bombs and Bile Jars' effects]], and make hordes more annoying to fight off. However, this level has a nasty gimmick; up to ''fifteen wandering Witches spawn throughout the level.'' In spite of this variant being harder to spook, the tighter level design ensures wandering Witches are easier to accidentally [[MurphysBullet shoot]] and bump into. Unless somebody knows how to fight off the Witches, expect a poor soul to be incapacitated ([[FromBadToWorse or instantly killed in Realism or Expert]]) for every one that gets pissed. Then there is the campaign's only crescendo event, triggered by calling up a slow-moving elevator. The building where said event is set has little cover and is difficult to hold out in, and has two big ledges and a giant gap in the center, which Chargers and Tanks can toss you off of for an easy death. Finally, the sugar cane field section shortly before the saferoom has water that slows your movement, rows of sugar canes to obscure your sight, and a potential boss spawn area. Everyone should hope they're in the proper condition to fight a Tank there if that happens!

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