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Thread: Second teams' Tank Spawn Distance Variation
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06-13-11, 03:05 PM #41Re: Second teams' Tank Spawn Distance Variation
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06-13-11, 03:12 PM #45Re: Second teams' Tank Spawn Distance Variation
Sure, both teams know, and can plan accordingly, but as I said, if you give people the opportunity to go first, and not know, or go second and know, I will bet that most would prefer to know. Heck, if I know where the tank is I also can get a pretty good idea of where you will set up as SV to play off of the tank.
As I said, it may be "more fair" but that is part of the good/bad of the L4D series in that there are some things that are out of player control that can affect the outcome, like tanks, witches, and common.
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06-13-11, 03:22 PM #46
Re: Second teams' Tank Spawn Distance Variation
Lies! You and your "edit" feature
Most of the game it's not a choice the players actively make, so it doesn't matter whether a person would choose to go second and know. For them to have that they have to be losing, which by definition means they need the help of that particular advantage. The only time a person is able to choose to go 2nd is pre-game, and SI is already chosen first anyways.
Also, it may be part of the "good/bad" of the L4D series, but considering a lot of the people who actively play the game (this doesn't include you Civil, since you haven't played since Christ was a Kid) try to keep things fair and balanced (by false-starting random so teams can be evened, choosing captains, splitting new players, etc.) maybe it's something that TeamPlayerGaming should take it upon theirselves to fix.
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06-13-11, 03:27 PM #47
Re: Second teams' Tank Spawn Distance Variation
5% makes a big difference. However I do like the randomness. Maybe cut it to 1 or 2% variance? Also on a note of not opening the doors when a tank is outside... Real life, I hear a big ass zombie going nuts, I'm not opening the door. Call it cheap, but you use the natural flow and variances. There have been plenty of times where I was on a team that took advantage on either side knowing where the tank was. Sometimes SI plans to play the tank well, others the survivors play tank well. Its all for fun, no need to worry that you got screwed on tank spawn. Although I wouldnt mind more uniformity.
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06-13-11, 03:31 PM #48
Re: Second teams' Tank Spawn Distance Variation
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06-13-11, 04:55 PM #49
Re: Second teams' Tank Spawn Distance Variation
Bunni. I honestly don't know how long you've been playing, but these are all things Valve did... When the game came out items were randomized. One team would get guns in one place and the other team had them spawn somewhere else. They did this to promote shopping and slow things down a bit. If the teams wanted those guns and pills and such they had to look for them. It didn't work and people bitched. So they got rid of that and made uniform spawns for both teams.
The tanks and witches used to be random spawns for both teams. People bitched that teams had unfair advantages... So them made them have much smaller variances. Witches, if wandering, can have quite a wide variance, but sitting witches are usually within 10 feet or so of the first team's spawned witch. Tanks are within 5% of the map distance from the first team's spawned tank. 95% of the time it doesn't make one bit of difference. And when it does it's a crapshoot as to who it'll favor.
I like that TPG doesn't mod the shit out of their servers. That's always been a plus for me. And now we're talking about modding them (even if it's only slightly). Not the coolest thing I've heard lately. :/
Krakkens and shit. stop tempting them. -- Bigdog
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06-13-11, 05:24 PM #50
Re: Second teams' Tank Spawn Distance Variation
The problem, for me, with the way it was was the point system. Both teams would get the same points regardless of the amount of work they had to put into beating the game. So one team had to fight twice as hard to get into the saferoom cause they didn't get T2, but got just as many points as the other team who had T3, three pipes, bile, and a million pills.
Point system is what needs to be fixed more so than anything.
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