I've played a few scrims with items set to 4 pills, 2 everything else and it is still fairly hard. You have to realize that 1 molotov doesn't mean it will be one that is in a common spot before the tank. On The Parish 3, we had four pills (I checked the server logs), but two were so early that they hadn't even managed to get two attacks when we found the second set. One set was just after the bridge, and the final set we didn't find. We did find both molotovs before the tank since it was a later tank.
There are also a number of item spawns that are unreachable, or so out of the way that they will never be found (there are item spawns on the second floor of the first building in Hard Rain 2 that are technically accessable but no one will ever find.
And having more than four throwables can lead to strategic decisions of which should be taken if the survivors actually find five, which is rare already. (The only maps we managed to get >3 items was Dead Center since we haven't [yet] disabled the UCIs carrying biles).
Quote from Helk on the 31st of August 2010:
Should be the same for both. The players should make the game harder not the config.
I guess we should just play Vanilla then?
I do actually agree with this though. It is fairly easy to dodge a single molotov as tank, so by limiting Confogl to a single molotov the tank's job is made much easier. If I wanted a game that was all about FPS skill, I'd go play CS or BFBC2 but I play L4D2 because I want a game where infected skill is actually a factor. So why do we keep reducing the amount of skill required for infected but increasing it for survivor? We have already reached a fairly good survivor/infected balance to determine what team is better, so why are we so determined to shift the what skill is more important to survivor?
Edited once, 20/9/10 - 8:11am.
Posted on Monday, 20th September 2010