I have thought about this for awhile and have always wondered how the game would play out if we outright removed the spitter from the SI lineup in competitive l4d2. Yes, I'm aware that being charged into spit is the best way to dish out pain, but what if we look at all the problems that this will fix.
Gay choke points!
Areas like the ladder in DK2 or the elevator in HR3/4 will no longer be a death sentence.
God frame issues!
We can completely remove god frames considering there won't be an issue with spit being much too lethal.
Annoying spawns on tank!
Ever got a jockey boomer spitter combo, sac'd the jockey boomer then spitter and still wound up with a god-awful SI combination anyway? It sucks. It might still happen but at least with the spitter out you're guaranteed two cappers.
Sacing spawns!
You won't have to worry about it quite as much, you will generally get the same SI combination every time. Boomer+3cap. Boring, maybe, but at least it's less cheesy.
One concern I have about this change is that maybe we will see some corner camping making a debut in l4d2. Although annoying, I'm confident the charger is still enough of a deterrent for this, as 4 survivors bhudda stacking in a corner will take quite a beating from one or two punches. That, and most cresendos require a team to run through anyway. I, for one, think that a modification like this needs to be at least tested before it is flagged as being moronic; I think the fixes this change will bring outweigh the downsides of it.
Posted on Tuesday, 17th August 2010