Last night was some awesome rounds on Killing Floor, which eventually became an effective 2 versus like upwards of several dozen zombies at a time: including the dreaded Fleshpound, which is basically the run for your damn life if you don’t want to lose it, kind of Big Mother of all Big Ass Zombies! A single fleshpound can easily neutralize an entire section if it catches them in an unwary crowd, and usually you find them in pairs with plenty of support!

We had some very close games but also some impressive successes against the Fleshpounds and their accompanying chainsaw wielding cousins. My teammate was running level 4 berserker with a katana, while I was running as a level 4 field medic, armed with a MP7 and DE.50. Perhaps between surviving the hordes of lesser zombies, we got into the grove by the time the big nasties entered the fray.

It was like a well choreographed dance that just came together on the fly: berserker tanking in with her katanta and my MP7s healing darts and medical syringe for help; then Ran’ would fade out to heal and I’d step in as a human shield and in between whomever not dealing with the fleshpounder, picking off the lesser zombies. Between the two of us, we basically kicked major zombie ass, lol. It was kind of impressive  to see such teamwork, because normally, two players are gonna be dead meat in a game like Killing Floor, not mopping the floor. Although of course, more than a few onslaughts we only escaped by like 3-5 points of health left… hehe. At least for me, it’s a pretty natural flow: heal my friend to starve off death, then slip in front as the fleshpound charges, then cycling back before I’m dead, lol.

Somehow, it’s part of how I am wired up, that I’d rather be support instead of the highest score. In real life, well, all I can say, the zombies would have to eat my friends over my dead and gnawed body. That point of view wouldn’t surprise most of the people that know me either.

Killing Floor

Yesterday I stumbled over an interesting game, perhaps the first to offer a positive ROI since I started with the Left 4 Dead series: that is to say, I’m really enjoying this game lol.

Killing Floor is similar to the zombie mode in Call of Duty but without the run & gun feel; which is rather surprisign considering it’s built off a modified Unreal Engine 2.5. It actually makes RvS/SWAT4 look more like a R&G game IMHO. The jist of the game, your rag-tag squad is dropped into wave after wave of “Specimens”, the most basic of which resembles a vampire out of I Am Legend and behaves like a Night of the Living Dead zombie; the majority however, are closer to mid-level Strogg from Quake II/IV.

For all the specimens you kill, you earn Pounds Sterling that can be spent on weapons, ammunition, and body armour between waves. Although it is only a co-op/horror type game, it’s not as team work oriented as Left 4 Dead, which was designed to *force* you to work together. It is however extremely fun when played with a good team. Also unlike Call of Duty’s concept for co-op, it’s not oriented towards competitive co-op but more realistically, completing the objective and living to tell the tail.

Me like 🙂

Unwinding to a little UrT, reminds me of one of the reasons that I generally forgo adversarial game types these days.

Essentially, I ended up in a quaint little 2v2, and could probably have taken the other team on 1v2 and won. I was doing fine with it as a 1v3 before the server auto balanced the teams in the first quarter. Successful enough to be called a “Hacker” by the player that would end up my team mate. Once I noticed the other team was outclassed, I decided to sling my preferred weapon for something less ideal, in order to make the handicap a bit more even. What got my goat however was, when the rather insulting team mate I got thrown with not only kept dying, but started copying my loadout: then leveraged my streak of killstreaks to go spawn rape the other team for a good 12-16 frags. Then having to put up with said team mates rude behaviour at being told to stop laming. I do admit to being tempted to snipe him in the back of the head and exit, but instead focused on the remaining half of the game.

Morons.

When you get about 20 + jockies out of about 30 some special infected, you know that it’s time to quit while you’re still ahead taller than a zombie midget!

What a night, was to tired to get anything done before bed, so I figured crash a couple hours and than see what’s on. Well, I spent the night dreaming of fighting Tanks, driving all across the Interstate and dealing with public transit, all filled with zombies >_>.

Guess while my body demanded sleep, my brain demanded Left 4 Dead action lol.

Airsoft at airdog beats video games by miles

I’ve got to admit, it beats the hell out of raven shield! Did several sets of TDM, plus VIP and collection.  Being more aware of room clearing then some, of course I had no problem finding an ammo can, while half my team was busy trying to kill the other team in the hallways lol

Me and my MP5 applied some good old Speed.Agression.Surprise in the cqc area. Only thing really missing was the flashbangs, for which at one point, I used a used up frag as a flash bang to great effect ;). The only real complantern that I have is its semi-auto in door so:(

A major upside, most players here a no where near as hopeless as many gamers are at close quarters combat!!!

Today was a good change: back to work!!! Like being thankful the holidays are over and it’s back to business.

Out of the holiday torture, I broke out $5 (steam sale, hehe) for a copy of Tomb Raider: Anniversary, which is essentially a remake of the original and legendary Tomb Raider. I haven’t really played the games since ’96, and didn’t care much for II and III. The first game was really, the only one I ever liked—because it was more about the tomb raiding than the gun fights. Years later it ain’t all that different, except Lara Croft looks more like a woman than a collection of square panels.

Some things are different, like working with the grappling hook (I don’t ever remember that) and some puzzles but it is close enough to the original, that I could probably dig up an old TR1 strategy guide and figure it out lol. For the most part though, I prefer solving and exploring on  my own.

It’s been my way to de-stress.

Tonight while playing Left 4 Dead 2, I noticed something a bit odd. The games textures for its “Desert Rifle”  has markings for a MK 17 Mod 3 written on it along with an indicator of it being the 5.56x45mm variant.

That obvious error aside, what makes this odd to me. Just going on instinct from using the weapon in game rather than close look at the models, I would usually call it out as a SCAR or SCAR-H in game. The MK17 is the “Heavy” version firing 7.62x51mm. Someone later pointed out to me, that the magazines are obviously closer to the SCAR-L; the “Light” version of course, being the MK16 using the same 5.56x45mm you’ll find on an M16 ;). The games stuff for the SCAR mags to me, look like a curved version of the SCAR-H mag.

Most of Left 4 Deads weapons have double their realistic ammunition capacity or close to it, adjusted for stopping power. Personally, I think that’s a flaw but hey, bullets go even faster against zombies! The games SCAR hits more like a MK17 might be expected to, yet the games model appears to have an extended  30-round magazine; L4D does however exagerate the ballistics quite a lot for all the weapons. In game, you get 60 rounds in a SCAR firing on 3-round burst; the old school AR being a 50-round based M16 and the lovely AKM, offering 40 rounds.

3 times the real weapons ammo, can’t beat that for shooting through waves of infected! The real odd thing I guess, is how I know just by looking at it, that the gun isn’t accurate to real life :-/.

Somehow seeing a [SAS] header on a video being marked as NTF training, makes me remember that someone in [SAS] hosted a F&M exercise in GR1, and filmed it. I remember it being posted in the forums back in ’09. Now if I could just remember whether it was Valroe or Sniper who filmed it, lol.