Left 4 Dead Patched on Xbox 360

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Valve today released an update to the Xbox 360 version of Left 4 Dead, including a "host of fixes, tweaks and new features."

The patch encompasses a number of fixes seen in the last patch of the PC version, including class balancing and Witch regularity. The full patch notes follow:

General

  • Fixed Survivors being able to climb surfaces marked for versus infected only
  • Fixed a class of SurvivorBot bugs dealing with rescuing downed players
  • Players can no longer grab ladders while flying through the air after a Tank punch
  • Shooting near a car with an alarm that has already fired the alarm will no longer make chirping noises
  • Fixed mini-gun physics exploit
  • Fixed propane tanks (and other physics objects) causing players to fall through elevators
  • Fixed rare achievement bug issues
  • Fixed several map exploits
Versus Changes
  • Added HUD elements to show status of other infected players
  • Fixed instance where a Survivor changing to the infected team would be attacked by infected bots
  • Normalized special infected melee damage
  • Fixed exploit where infected players could run away and teleport back to gain health
  • Players can only change teams once per map
  • Players can't change teams while other players are still loading
  • Tank spawns at the same % through the map for both teams in versus mode
  • Made the Tank and Witch spawn directly on the escape route
  • Increased chance of getting the Tank or Witch
  • Fixed team swap issue
Hunter
  • Easier to pounce a Survivor who is meleeing
  • Increased Minimum damage a Hunter pounce does
Smoker
  • Fixed Smoker tongue tolerance
  • Smoker now has to be killed or the tongue destroyed for the tongue to break
  • Survivors cannot bash someone off the tongue until the Survivor being pulled is paralyzed or hanging
  • Tongue attacks that fail to paralyze or hang a Survivor will use the shorter ability delay timer
  • Fixed cases where the ability timer was not using the correct time
  • Fixed case where you could point at a Survivor but not register a tongue hit
  • Fixed Smoker tongue not targeting and landing properly through PZ ghosts
  • Smoker tongue does damage every second while dragging paralyzed Survivors
Tank
  • Bashable objects now appear with a red glow
  • Tanks hitting a car with an alarm disables the alarm permanently
  • Tank frustration timer is only reset by hitting Survivors with rocks or fists
  • Reduced autoshotgun damage against Tanks
Witch
  • Witch spawns at the same % through the map for both teams
  • Avoids spawning within a certain % of the tank
  • Fixed an exploit where the Witch could be woken up and tricked into attacking Survivors
Filed Under
From The Chatty
  • reply
    February 24, 2009 11:34 AM

    How about alternating which teams starts as survivor? It would at least give the first survivors a break from the other team knowing EXACTLY when the tank is coming.

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      February 24, 2009 11:43 AM

      That's not a bad idea. This happens all the time for me (playing the much better PC version though) and the other team will win. In a shack game the other day, the other team avoided a tank that spawned almost immediately by hiding in the safehouse. Now that I think about it, this was my team. :P

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        February 24, 2009 1:50 PM

        i don't see whats the difference in 360 and pc version the pc has the advantage cause it has a console witch is unfair to the 360 version cause we dont

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          February 24, 2009 3:11 PM

          Controls (Keyboard and mouse), graphics, instant patches when they are released (instead of waiting for a microsoft approved 360 patch), much more players online and playing, PC version has much less exploits.

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      February 24, 2009 11:57 AM

      Yep.

      Its not just tank + witch spawns that give the second survivors an advantage, its things like weapon respawns. The first team basically has to check everywhere for them, and the second team can just make a beeline to where the first team found them. Really needs sorting.

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        February 24, 2009 2:43 PM

        Spawning of weapons and items is USALLY different for each team.

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          February 24, 2009 2:55 PM

          Never seen it different once since the pc patch.

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          February 24, 2009 3:12 PM

          I don't know what versus you are playing ReckHavoc but they do it the same in versus. In Co-Op, if you re-do a level it's all different including the location of the tank.

          But I think it's only fair for both teams to have it the same. If the AI director made it random, it could be completely unfair to team 2.

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      February 24, 2009 12:04 PM

      The tank (and witch) spawning at the same percentage does not necessarily mean the same place; especially on larger levels.

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      February 24, 2009 12:34 PM

      there is no huge advantage to knowing when the tank will come. you get a good 20 second warning with the music when he pops anyway. no one said you have to rush in and blindly attack the survivors when the tank spawns either. when we play, we often play shadow games with the tank, and use him to distract the survivors as the rest of us pick them apart.

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        February 24, 2009 12:41 PM

        Saving molotov's, telling your teammates to group up, etc. are all methods to prepare for a tank that take longer than the tank music prepares you for. The tank and with spawn within the same area, so close that it hardly makes a difference if he spawns at 56% or at 60%.

        Alternating is just a simple way to negate that advantage over the course of a couple of rounds.

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          February 24, 2009 1:15 PM

          very true, although you technically should always be grouped together and you should always be sitting on at least one molly for tanks

          before i say this, i should preface it with the fact that i was largely against the "even" spawns. I liked it much better when it was random... if you took too long, you got tanks, simple as that. sometimes the director just hates you, deal with it :p

          i just dont feel like it makes such a huge difference as people make it out to be. certainly not to the point where it is unfair or imbalanced. if you were playing my friends you wouldn't necessarily know where the tank spawned anyway, because we routinely park him in more useful places so we can get 4 infected + tank, or just do some rock sniping til the survivors spread out so my teammates can pin a few guys down.

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          February 24, 2009 1:22 PM

          Why the hell would you toss away your anti-tank weapon just because you don't know specifically when one's going to turn up?

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            February 24, 2009 2:07 PM

            Not that I agree, but the logic would be: you don't know IF one will turn up, not when; the item will be lost at the end of the level; and you're in a bad situation where using it might make the difference.

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      February 24, 2009 1:04 PM

      Heeh we parked the tank adjacent to the witch, and had 4 infected.
      RAPE'AGE this was all because we were 2nd tier and knew what would spawn SUX

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