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Thread: Second teams' Tank Spawn Distance Variation

  1. Registered TeamPlayer
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    Second teams' Tank Spawn Distance Variation
    #61

    Re: Second teams' Tank Spawn Distance Variation

    Does the tank ever spawn in sight range? Can't say that I have witnessed that myself.

    Perhaps a 1% difference then? Just far enough to throw the theoretical molly off without as much a chance to be in two drastically different areas?

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    #62

    Re: Second teams' Tank Spawn Distance Variation

    Quote Originally Posted by Kanati8869 View Post
    The effectiveness of the tank is heavily dependent on whether *I* am controlling it or not.

    Ok... So lets say we make the change... And all tanks start in the same position between rounds. Ok... Lets look at this hypothetical then. Tank spawns on the picnic table where ammo is at on Darny 2 outside the safe room door. First team is all ZOMG... and get taken down by the tank. It happens. Can't win em all, right?

    Team 2? They know EXACTLY where that tank is going to spawn. Guess what? They molly the picnic table. And rush forward to spawn the tank. In the fire. Then they run back to the safe room area and kite the tank along while they shoot it. Dead tank.

    Knowing EXACTLY where that tank was going to spawn just lost team 1 the game because you can now EASILY guarantee fire on the tank if you have a molly.

    Why do you think there's a 5% difference now? You think the devs just pulled that number out of their asses for shits and grins? It's so the above scenario doesn't happen. That very thing can cause a 600 point swing and that's not really acceptable.
    In THAT scenario, both teams should have the molly and both teams should be able to light it and run back to the safe house area that is nice and open... both have molly, both light tank, both kill tank... whether or not they know he is spawning and pre-light it for an additional hundred damage or so won't matter if they have the same skill level. If the first team got wiped by the tank there with the same setup the second one has then the first team was just not as good.

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    #63

    Re: Second teams' Tank Spawn Distance Variation

    Oh and the devs took out AI tank control to get rid of pre-lighting. Tank would spawn as AI and run forward a bit for a good 5 seconds and if the SV saw it the would just throw a molly at it and it would run through it getting lit. THAT is what they did to get rid of pre-lighting.

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  4. Registered TeamPlayer Sawemoff's Avatar
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    Second teams' Tank Spawn Distance Variation
    #64

    Re: Second teams' Tank Spawn Distance Variation

    Quote Originally Posted by Kanati8869 View Post

    Team 2? They know EXACTLY where that tank is going to spawn. Guess what? They molly the picnic table. And rush forward to spawn the tank. In the fire. Then they run back to the safe room area and kite the tank along while they shoot it. Dead tank.

    Knowing EXACTLY where that tank was going to spawn just lost team 1 the game because you can now EASILY guarantee fire on the tank if you have a molly.

    Why do you think there's a 5% difference now? You think the devs just pulled that number out of their asses for shits and grins? It's so the above scenario doesn't happen. That very thing can cause a 600 point swing and that's not really acceptable.
    Okay so the problem with your logic is that if team B is smart enough to do this, they have to be lucky enough for their random molly to hit where the tank spawns. They shouldn't be close enough to the tank spawn before it happens to be able to throw a moly there anyways. And you totally discount the fact that both teams know where the tank spawn is and if they let the SV team run up and do that its their problem for not being prepared as SI.

  5. Administrator Kanati's Avatar
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    #65

    Re: Second teams' Tank Spawn Distance Variation

    oh so you are suggesting that both teams know where the tank will spawn? So not only do you want it to spawn in the same place for both teams but you want it to spawn in the same exact place every single time THAT is a crock and only idiots could think that would be a good change.

    Krakkens and shit. stop tempting them.
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    #66

    Re: Second teams' Tank Spawn Distance Variation

    Quote Originally Posted by Kanati8869 View Post
    The effectiveness of the tank is heavily dependent on whether *I* am controlling it or not.

    Ok... So lets say we make the change... And all tanks start in the same position between rounds. Ok... Lets look at this hypothetical then. Tank spawns on the picnic table where ammo is at on Darny 2 outside the safe room door. First team is all ZOMG... and get taken down by the tank. It happens. Can't win em all, right?

    Team 2? They know EXACTLY where that tank is going to spawn. Guess what? They molly the picnic table. And rush forward to spawn the tank. In the fire. Then they run back to the safe room area and kite the tank along while they shoot it. Dead tank.

    Knowing EXACTLY where that tank was going to spawn just lost team 1 the game because you can now EASILY guarantee fire on the tank if you have a molly.

    Why do you think there's a 5% difference now? You think the devs just pulled that number out of their asses for shits and grins? It's so the above scenario doesn't happen. That very thing can cause a 600 point swing and that's not really acceptable.
    hence my suggestion to focus more on setting this on specific maps, where tank glitches/botches are common. (I also mentioned this in the OP i believe).


    However, in your example there are many critical conditions to successfully spawning the tank in 'tov fire:

    1. Team needs a 'tov (which they'll likely know where to get one considering they were previously SI and hence open to shop the map for 'tovs)
    2. Map and tank spawn point has to be open enough to allow a tov to reach the tank's would be spawn; even some of the most open maps, have a lot of invisible walls above buildings that separate areas of the map)
    3. Have to land the 'tov, that takes some serious aim, because Tank's like SI have to spawn where players cannot see them, so he will spawn a good way's away


    Sure there are problems with both routes (same tank spawn and as it is), the question is which is more likely to happen: bugged/botched/unfair tank spawns, or the 3 conditions above?


    anyways, there are mod's which can prevent the tank from being prelight(confogl for example).


    And by the way.... Programing Dev's != Game Dev's. Theres a reason L4D2 is not league competitive (id wager its largely the inbalance between the 1st and 2nd rounds on each map).

  7. Registered TeamPlayer Morningfrost's Avatar
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    #67

    Re: Second teams' Tank Spawn Distance Variation

    Quote Originally Posted by Kanati8869 View Post
    oh so you are suggesting that both teams know where the tank will spawn? So not only do you want it to spawn in the same place for both teams but you want it to spawn in the same exact place every single time THAT is a crock and only idiots could think that would be a good change.
    Read it again gramps

    What Saw was sayin was that when that 2nd tank spawns, both sides know where that tank is gonna spawn, "and if they let the SV team run up and do that its their problem for not being prepared as SI," as Saw put it.

    Also, the odds of the tank spawning in an area open enough to have the spawn area pre-molly'd are pretty damned slim. 99 times out of 100, when that early tank spawns on Darny 2 it's on the other side of that warehouse by the entrance and the forklift, or inside the warehouse. Not within sight range or anything like that, or even with molly range unless you've got one hell of an arm and even more luck.

    Kanati, just keep an open enough mind to at least TRY a change before instantly condemning it. Would this change make the game perfect? Of course not. Would it make things completely even? Of course not. But would it make it MORE even? Of course. It's just like life man, you try new things. To put it in food terms, you may think lobster is your favorite food, but if you try new foods you might find something better.

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    #68

    Re: Second teams' Tank Spawn Distance Variation

    It's been a long as time since I've seen anyone be able to molly a tank spawn. There's usually a hit before you get to it, or people don't push it.

  9. Registered TeamPlayer Sawemoff's Avatar
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    #69

    Re: Second teams' Tank Spawn Distance Variation

    Quote Originally Posted by Morningfrost View Post
    Read it again gramps

    What Saw was sayin was that when that 2nd tank spawns, both sides know where that tank is gonna spawn, "and if they let the SV team run up and do that its their problem for not being prepared as SI," as Saw put it.

    Also, the odds of the tank spawning in an area open enough to have the spawn area pre-molly'd are pretty damned slim. 99 times out of 100, when that early tank spawns on Darny 2 it's on the other side of that warehouse by the entrance and the forklift, or inside the warehouse. Not within sight range or anything like that, or even with molly range unless you've got one hell of an arm and even more luck.

    Kanati, just keep an open enough mind to at least TRY a change before instantly condemning it. Would this change make the game perfect? Of course not. Would it make things completely even? Of course not. But would it make it MORE even? Of course. It's just like life man, you try new things. To put it in food terms, you may think lobster is your favorite food, but if you try new foods you might find something better.
    thanks for reading well morningfrost =)

  10. Administrator Kanati's Avatar
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    #70

    Re: Second teams' Tank Spawn Distance Variation

    I don't like mods. </grumblefuck>

    Krakkens and shit. stop tempting them.
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