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Thread: Second teams' Tank Spawn Distance Variation
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06-13-11, 02:51 PM #31
Re: Second teams' Tank Spawn Distance Variation
What you're missing though, is that the team who's about to be SI also know that there's a tank, and exactly where it will spawn. Means they can plan for a hit that will do quite a bit of damage to the SV while they're likely trying to backtrack to get to a more defensible area. Gives both teams the advantage of knowing it's coming, and when.
And Max, I admit I don't know a whole lot about confogl, but messing with the scoring just isn't something I think needs to be done, which I'm pretty certain confogl does (adding in health bonus').
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06-13-11, 02:56 PM #33
Re: Second teams' Tank Spawn Distance Variation
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06-13-11, 02:57 PM #34Re: Second teams' Tank Spawn Distance Variation
So all other things being equal if I gave you the option of going first or second which would you prefer knowing that if you go second you know exactly where the tank is? I will bet for most people they would prefer to go second. To me that states that it is also "not fair". It may be "more fair" than getting screwed by a shitty tank spawn, but at least with a shitty random tank spawn it could be "not fair" for the winning OR losing team each game whereas the same spawn will be "not fair" for the winning team every time.
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06-13-11, 03:02 PM #39
Re: Second teams' Tank Spawn Distance Variation
I'm afraid I don't agree. It may be true on the first map of a campaign, when picking a side might actually have a meaning, but for the rest of the campaign the team going 2nd is SUPPOSED to have an advantage, because they're losing. It's fair for both teams because the first time through no one knows if there's going to be a tank, or where, so everything plays as normal. When that tank spawns, most times the SI aren't going to have a hit ready and are going to be caught by just as much surprise as the SV team, and won't be able to play it as effectively as they could've. The second time through, that team playing SI will be able to tailor their hits so they have something ready around tank-time, giving them just as much of an advantage as the SV knowing it's there. Both teams know it's coming, both teams prepare for it. It's a matter of who prepares better.
If that 2nd SI team sets up a monster hit knowing the tank's coming, they took more advantage of knowing the spawn. If their hit fails, the SV's were able to play it more effectively. Simple as that.
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06-13-11, 03:04 PM #40
Re: Second teams' Tank Spawn Distance Variation
ya, we are all agreeing on that, but as it stands, its really not that random, regardless the second team knows pretty well the area the tank will be and the farthest point in the map where they HAVE to be prepared. And there is not much we can do to change the fact that 1st infected have the knowledge of the lay of the land...
On another note, we could change things, to try and make the game a little more difficult for 2nd survivor during the FIRST map to try and balance. Because afterwords the point leading team gets survivor' which i guess is valves way of helping out the losing team? From here out when i refer to a slight increase i am talking about increasing probabilities by tenths and hundredths, nothing too drastic) For example for first map during the 2nd survivors round, we could slightly increase the rate of witches, have the tank spawn SOONER (barred we actually can), slightly decrease pill spawn's/shot spawns (so item spawns would be a little different, yes, would help to randomize a little, through them off a little from any treasure hunting they did as infected), etc. To try and make it just a little harder.
IDK, we should at least try it out though, which is what this thread is all about, TRYING it out. We can also make map specific setting changes ....Last edited by Bunni; 06-13-11 at 03:07 PM. Reason: typo
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