Tsuey / L4D2-Community-Update

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Changes to Tank Run #461

Open JuggerLeft opened 10 months ago

JuggerLeft commented 10 months ago

Suggestion

Me and @alexiscoutinho made a mod to experiment with some changes to Tank Run to hopefully fix some issues and create a overall more enjoyable experience: https://steamcommunity.com/sharedfiles/filedetails/?id=3080878542

Here i will talk about the changes and explain the reasoning behind each of them

Explosive Ammo slows down Tanks

Explosive Ammo was previously a item that wouldn't really show much benefit on Tank Run other than make it easier to pop Gas Cans and Propane Tanks. We could simply replace it with Incendiary in this gamemode but we wanted to experiment with a alternative to make it more valuable instead.

Explosive Ammo will now significantly slows down Tanks for a short period of time! That can help you avoid them in tricky spots and give support to your friends, but be careful with the Friendly Fire.

Tanks moving slower in water

Chapters that have tons of water can prove to be a big annoyance since Tanks move almost two times faster than you! That can prove to be a big balance issue in levels such as Chapter 2 of the Passing where you don't have alternative routes to take to reduce time spent in water.

Tanks being slowed down by 30% in water helps mitigate that issue by allowing you to have more time to react and kill Tanks following you! They still move faster than you in water but the difference is much less significant now and Adrenaline can prove to be a even bigger ally in those levels.

Not only that but you're also able to use that to your advantage by tricking the Tanks to go in the water so you can get away from them more easily.

Hard Rain Finale only lasts 8 minutes instead of 10

In this Finale you only have a small holdout spot, that is surrounded by water, to work with and the storm makes it more difficult to see and hear. All that results in a really tedious experience and can be really frustrating... Reducing the duration of this Finale can make it less tedious overall, and the Original Finale also has a shorter duration to compensate for those exact same reasons too so that would just be applying that exact same logic here.

This and Tanks moving slower in water should make this Finale overall more enjoyable.

Church Guy becomes a Tank

Previously the Church Guy would simply not be inside the saferoom when you opened the door even though you did interact with him normally at the start of the event, we made it so he will now become a Tank instead.

Just some attention to detail to enrich your experience! He only has 1/4 of the HP so he's really easy to deal with. It's mostly a neat easter egg, but don't underestimate it's power since the damage is unchanged.

Tanks that a bit longer to punch again after hitting a Survivor

Tanks can very easily lock you in a spot and leaving you with no options to deal with that other than accept your eminent death... Increasing the delay that it takes to Punch again makes that frustrating ocurrence less likely to happen which can be really helpful in lower difficulties.

Melee kiting a Tank is unchanged since the delay for a hit is different from the delay used when he misses the attack.

Survivors standing up faster after being revived by a defibrillator

When you're revived by a defibrillator you take a while to stand up and actually be able to do something, that can lead to many unfortunate situations on Tank Run when a Tank focus on you before you're even able to do something... Making you stand up faster helps with that issue and allows you react properly.