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Third Tank

Started by patteh on 2:22am 31/8/09. 2,776 views and 112 posts, 0 users reading, last post by Reaver.

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OP
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Third Tank needs to be put down. It serves no purpose within the game besides allowing a random victory to occur if spawned close enough. I think it should either be removed, or simply not played by the other team. I am really sick of the randomness. A perfect finale play can go up in flames not becasue of good play, but simply due to a lucky dice roll. Yes I know there are methods to reduce your chances, such as making sure the smoker is dead or whatever, but cmon, losing 2200 points becuase of a smoker pull : /
Posted on Monday, 31st August 2009
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Posted on Monday, 31st August 2009
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This man patteh, he talks sense.

Winning 4 out of 5 rounds and still losing a match due to such randomness is just silly.
Posted on Monday, 31st August 2009
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Additionally, CEVO allows the chance of a third tank at the start anyway. A much better sollution to 3 tanks than the last.
Posted on Monday, 31st August 2009
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its not all that hard to kill the 4th tank.

but yeah, id rather it just not exist.
Posted on Monday, 31st August 2009
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I agree berad, Its not all that hard to kill it, but lets face it , how many games have been lost due to tank spawns next to escape vehicles before they arrive or let you board them (especially on DT)?
And do you really want to sit around fighting a tank while being horded with 3 special infected jumping about, only to have another horde spawn directly after tank goes down anyway.
I think its fine for the horde and special infected to spawn, say a hunter lands a high damage pounce on a low survivor incapping it before it lands in the APC, or reaches the finale vehicle, smoker pulls one away, thats all fine, thats good play.
But having a tank spawn right next to the vehicle so it can hop down, punch 1 out of the way into the horde and just swing and incap the rest... Its not really a great situation.
The reason for the tank spawning is due to the single player campaign so it invokes more of a rush and more fear into the player, scares them into the vehicle as fast as possible, creates incentive for them to GTFO.
In versus you don't need that, your team already wants to get on ASAP.

Its just another design element for singleplayer that remains to exist in multiplayer when it doesn't need to.
Posted on Monday, 31st August 2009
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That was a pretty bad one last night berad, first one i've seen spawn there. Right next to the tanker on Dear air blocking the survivors path

So Cevo can take it out?
Posted on Monday, 31st August 2009
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another example of valve carring something from sp to mp is that if an ai hunter lands a 25 dmg pounce, it insta kills a survivor,found this out when pat got switched to tank after he was on his way as a hunter, reaver got wtfpwnt

finale vehicle tank needs to go though
Posted on Monday, 31st August 2009
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Yeah, but nigglus, that hunter pounce was absolutely hilarious, especially when we heard it crunch and we went, wtf happened to reaver?
If only there was some way to ensure that it would swap to AI mid air while doing a ridiculous pounce.
Posted on Monday, 31st August 2009
Post by: Nigglus Z Buried by: Phalanx +
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The other problem is of course, if someone is incapped or boomered, it actually delays the tank. If a survivor is incapacitated, the game will give the survivors a grace time before it starts the final endless panic event.

I wouldn't actually mind the final tank if it weren't for that. Because a good survivor team who survive with no incaps will most likely get a closer early tank spawn, but a bad one? As long as they get incapped near the end of the second tank, the AI Director will delay the final horde a bit and hence, get onto the rescue vehicle much more easily.

It just seems stupid the game punishes good survivor play.
Posted on Monday, 31st August 2009
Keeping the menace at bay through population control.
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I thought we got boomed 'early' the other night... didn't stop that tank spawning right next to us 2 secs later...

Don't know if CEVO can remove it, but the player can simply not play it... Other option is to only throw rocks, deals damage without deviating the survivors from their path to the vehicle
Posted on Monday, 31st August 2009
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With the current problems regarding tanks in CEVO (Eg. 1 team getting a tank and the other not) I think even attempting to remove the final tank will cause more problems than it solves.
Posted on Monday, 31st August 2009
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ShoutCaster
Quote from Nigglus Z on the 31st of August 2009:
another example of valve carring something from sp to mp is that if an ai hunter lands a 25 dmg pounce, it insta kills a survivor,found this out when pat got switched to tank after he was on his way as a hunter, reaver got wtfpwnt

Upload the demo please, I really want to see this.

Also, thread title should be third/fourth tank...

In our match last night, there would have been 4 tanks, having one before the boat was called in.
Posted on Monday, 31st August 2009
_-_Unus moment of poena an infinitio of sileo_-_
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Posted on Monday, 31st August 2009
Keeping the menace at bay through population control.
 
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Third Tank