Closed MattNF closed 9 years ago
Already implemented in EQ3 and slated for release. (Jacob hurry and make a meme! -- jk)
I have modified the existing plugin to function in two ways. It can work normally, as it does now(only specific maps are added to the whitelist), or it can work on all maps by toggling the cvar(in which case the whitelist becomes a blacklist instead and ignores specific maps). This is to mantain compatibility with other configs such as Promod.
This was actually Dragon's idea, not mine. But he's not part of this repo so he can't give any feedback. I've played a few mixes on EQ3 beta and told my teammates that it's OK to LOS the tank from the saferoom on DK1. Indeed, this has forced the tank to commit much sooner than he would have normally.
Is the early Tank still fun?
Right now when Survivors are LOSing by the bus I find that there's a lot of strategy and counter strategy in landing rocks and spawning.
I feel like if Survivors LOSed in saferoom the Tank fight would lose all that strategy and become really boring / one-dimensional.
He can still go behind the bushes on the left hand side. That place is not entirely useless.
I just remembered the Dead Air 1 saferoom... Tank losing rage there will change that fight a lot. He's going to take a ton of chip from uzis running in, then survivors will jump down into the open area and fight him normally. What do? This is already a very easy Tank fight.
could you make it so there is a way for tank so safely get on the roof of the glass house so he can drop in saferoom side and chase survivors outside? I think tank could do it with current stripper but would take 4K chip just running on the outside roof
actually there might not be any of those hole-windows near the saferoom.
There's already a way onto the glass above, but you take chip, like you said... hmmm...
I found a solution to the Dead Air 1 saferoom problem.
I noticed that there was this small ledge you could walk on that takes you right to the saferoom from the outside of the greenhouse roof.
http://i.imgur.com/Vehriwx.jpg The red area is the ledge.
Annoyingly, the back textures are not drawn, so they look see-through from behind. I put plywood props up as a visual indicator that you can't pass through it to avoid confusion. It looks very ugly though, but there's not much else I can do.
However, I might hold off on this. I kind of want to see how the saferoom Tank will play out first, if it's really a problem that needs fixing. Same with DK1.
On a related note, I found that if you stand on the center or left side table in the saferoom you are immune to common (no nav mesh).
http://steamcommunity.com/sharedfiles/filedetails/?id=540205865
Damn you valve and your lazy mapmaking, smh
So is there anyone against letting Tank lose rage in all saferooms? If not I'm gonna add this to 4.5 release.
im ok with this
im okay with it
@Attano can we get the updated version of this plugin?
I'll post it after I come back from work, ~6-7 PM CET.
Set crc_global
to 1 to patch all maps, or 0 to make it work in the default mode
I thought about this for a bit and realized that the only reason we haven't made this happen is because of how significantly it would change Dark Carnival 1 early Tank. (Survivors would LOS behind the Jimmy Gibbs car or the bush which would likely have to be removed) So basically the plugin is only being kept because of Dark Carnival 1.
What should be done in this scenario? Keep the plugin as is, and make no changes? Or make Tank lose rage in all saferooms and accept how DK1 Tank would be changed? Or should it be possibly rebalanced so the saferoom is not so "safe"?