Left 4 Dead 2

Left 4 Dead 2

Tank Run Testing Initiative
82 条留言
Jugger  [作者] 10 月 10 日 下午 3:32 
Thank you for the feedback, we will be looking into it, next version will tweak and bunch of stuff in the mod and add... Some interesting stuff, stay tunned :)
Jugger  [作者] 10 月 10 日 下午 3:30 
Water slowdown, longer punch delay are removed in the testing version in the mod, no dates on when the new version of the mod will be released though.

We also reduced a bit how many Upgrade Packs spawn deployed, the idea is to help introduce people to the use for Explosive Ammo and also because Upgrades are oftenly ignored.
Jugger  [作者] 10 月 10 日 下午 3:27 
Yea i'm well aware of exploits in the Whitaker Shop to help when he uses the long dialogues, the idea is to mitigate the need for exploits in those odd cases. I wouldn't consider a skill issue not exploiting issues with AI and pathing to be able to progress a unfortunate result cause by rng. It has a been a really welcome change by those who help as test.

More Pipes in the Tunnel of Love is meant to help you progress through it, there are tons of spawns all across the level in many different places ao you need to explore a bit still, we plan to remove the slower spawns in this map that is present in the current version.
Jugger  [作者] 10 月 10 日 下午 3:20 
@kederrak there seems to be some misunderstandings here...
-Tank amount is still capped to 8, infinite Tanks is a option that you can enable in the script or set it to a specific map with mapscripts. Entirely optional for those that might like a extra challenge.

-We didn't replace all Pills with Adrenaline... In Passing 2 and Parish 3 we increased how many Adrenalines you can find in those maps and decreased the amount of Pills by the same amount to compensate for that. It's meant to make it more consistent to find Adrenalines in those maps since they're so important in them. The increase wasn't big either it was from 1 to ~2.
kederrak 10 月 10 日 下午 12:17 
-Whitaker using only short dialogues(Unless people are really bad they should know they can make tanks go around by stayin on the door or they can simply tp back to safe or go back or kill tanks if they are full team in the shop)
-Replacing pils spawns with adre (why makes things even more easier)
-More tanks spawn on Carnival Chap 3 is good but why would we need x4 more pipe bombs ???
kederrak 10 月 10 日 下午 12:16 
Not good:(
-Unlimited Tanks spawn (some hard custom campaigns requires using tricks to complete them and stacking tanks is one of the main reason that allow us to complete them or at least spawns all tanks behind you to be able to continue the chapter.)
-Tanks slower in water makes it so we don't have to play strategically anymore to pass levels with water.
-Incapped survivor dying faster... not useful cuz we can just kick
-Upgrade packs spawning deployed (Honestly I don't dislike this one that much)
-No longer needs to wait for incapped survs to die to use ceda truck event for example (Going back to 2019 Tank run strategy in which people where just rushing without helping each other)
-Tanks takes longer to punch again after a punch(Learning how to melee tanks is important and this new timing between punch is horrible)
kederrak 10 月 10 日 下午 12:15 
Good:)
-Church Guy becoming a Tank
-Tanks spawn in Finale areas
-Time discount per tank kill
-Increased M60 damage (it would makes this weapon more viable so I really like it)
-Double Tanks spawning more often in Finales to make better usage of the large areas is good
-Train Car Tank in the Sacrifice has more hp and unique model
-Explosives ammo slow down tanks
Jugger  [作者] 10 月 10 日 上午 8:34 
Also @kederrqk since you said most, would you mind telling us which changes did you actually like?
Jugger  [作者] 10 月 10 日 上午 8:28 
@kederrak don't you worry the current version in the workshop is really outdated, we are currently tweaking a new version that will get rid of some changes made rid and focus on QOL changes instead and otimize and fix some issues.

Also tweaking some aspects/events that feel really tedious and easy to become a more interesting and somewhat more difficult. Stay tunned, this is not the final version and feedback is appreciated
kederrak 10 月 10 日 上午 5:22 
I hate most of these changes that makes Tank run so easy, the community in Tank run is already small enough if you have to make everything so easy it is not challenging anymore and only some casual will still play this magnificient mutation. Tank run is a mutation to challenge yourself and there are so many tricks and shit to learn about it.
DARG 3 月 30 日 上午 9:44 
Sounds good! Me and my friends run many of the popular custom campaigns as well as many lesser known ones.
ᵀғ Jack Bauer ︻デ▬—  [作者] 3 月 30 日 上午 9:38 
Yes, your help would be very much appreciated. I'm about to start working on the repo's rebase to polish and add historic attribution. After this hurdle, there will be a few more pushes of pending updates. A new version will, thus, come soon.
Jugger  [作者] 3 月 30 日 上午 9:08 
@DARG we are still tweaking some stuff for the next update to the mod which will rework a bunch of stuff according to feedback we did get, feel free to send me a friend request if you're interested in helping
DARG 3 月 30 日 上午 8:40 
Was checking the GitHub repo and noticed some changes for multi stage finales. I use this addon for many custom campaigns but, many of their finales don't work correctly. Was wondering when those updates would come to the workshop so I don't need pack it up and send it to my friends to test as a beta branch kind of thing?

Wouldn't mind helping test and report for custom campaigns if needed.
Jugger  [作者] 1 月 4 日 下午 5:17 
@K you're welcome, Initiative is just on a little break for now but more tweaks will be made in future version of the mod
K 1 月 4 日 下午 3:25 
Thank you for your help! :)
Jugger  [作者] 1 月 4 日 下午 2:43 
@K If you know how to decompile mods you can remove the c4m2_sugarmill_a_tankrun and c4m3_sugarmill_b_tankrun files from the vscripts, the changes to the elevator are definitely a controversial change, we will look into that.
K 1 月 2 日 下午 2:26 
If it's possible, is there a mode to turn such a thing off? Like a cvar or something? There have been times people have pressed the button and left everyone, and I'm not sure how to bring the elevator back down lmao. That's honestly the main reason I've stopped using it, despite all the other changes being good.
Jugger  [作者] 1 月 2 日 上午 2:21 
Any feedback about that and other changes is highly appreciated
Jugger  [作者] 1 月 2 日 上午 2:20 
@K it's one of the experimental changes in Chapter 2 and 3 of Hard Rain, we're still experimenting some stuff with both of those chapters
K 1 月 1 日 下午 8:42 
Not sure if it's a bug but the hard rain elevator in chapter 3 can be used before everyone has gotten on, even when no one has been downed.
Jugger  [作者] 2024 年 10 月 17 日 上午 8:21 
@inXsify could you list what conflicting files you're getting in the Bug Reports discussion?
Jugger  [作者] 2024 年 6 月 16 日 上午 2:28 
@inXsify Yea some Holdout Finales can be really tedious depending of many factors like amount of space, resources and verticality which is why in the Dark Carnival Finale we made it so Tanks can spawn faster! It's a finale that has a lot of everything so it worked quite well and while a 10 second difference might not sound like a lot it actually makes a big difference.

2) Easy and Normal being easier than the rest is understandable since they're the lowest difficult setting, loot for killing Tanks sounds kinda odd compared to other additions.

3) Alternative versions of the mutation might be released here in the workshop eventually, but for now we are focusing on the main version.
inXsify 2024 年 6 月 16 日 上午 12:44 
Is there a way to make it compatible with 8 player modded lobbies? I get conflicting files if I try now.
inXsify 2024 年 6 月 9 日 下午 5:25 
Nice job folks. Looking forward to seeing what else y'all provide! I'm a tank run vet and i have some input as well.
1) Holdout finales need a big change. Most players prefer to skip. Killing tanks doesn't knock off enough time, its still long and boring for most experienced players. I would prefer a shorter and more intense finale with the tanks. 3-5 minutes of crazy action.
2) Difficulty tweaking. Easy and normal are too similar and as a team can easily shoot their way through both. Easy, normal, and advanced should all get a bump in difficulty. And in return have tanks drop minor loot like to give players an incentive to kill them.
3) Small stuff. Bleed-out option would be nice. Interactables, like other workshop items such as explosive cars, shootable electric boxes, map layout RNG, and randomized car alarms. Melee weapons need a buff as well.
I appreciate all the work thats been done and cant wait to see whats in store next. Thank you!!
ᵀғ Jack Bauer ︻デ▬—  [作者] 2024 年 3 月 29 日 下午 12:39 
By the way guys, does it make sense to add a call button to the bottom floor of the Hard Rain elevator? And should it be done?
Jugger  [作者] 2024 年 3 月 29 日 上午 10:33 
New update avaliable! A bunch of new stuff including changes to events, finales, items and more!
Jugger  [作者] 2024 年 3 月 29 日 上午 10:32 
👀
Boogerstastelikechicken 2024 年 1 月 12 日 下午 6:09 
I feel like it would be better to not have any traincar doors + traincar tank and the church guy tank.

Instead shorter whitaker dialogue just remove the door and button, there's scenarios where you need to pass through last second.

Other than that thank you for making this! The MUST ADDs are that slow speed water/walk-only tank and explosive ammo.
Beel 2024 年 1 月 6 日 上午 2:37 
Yes
ᵀғ Jack Bauer ︻デ▬—  [作者] 2024 年 1 月 5 日 下午 1:03 
Does it break even outside tank run?
Beel 2024 年 1 月 5 日 下午 12:23 
When playing with this mod on, my Left 4 Bots 2 breaks, I hope that can be fixed:health:
ᵀғ Jack Bauer ︻デ▬—  [作者] 2023 年 12 月 26 日 下午 12:41 
Interesting, could be true. The version I'm working on will probably fix any issue like that.
sara 2023 年 12 月 24 日 下午 3:27 
I think this mod SORTA breaks ions vocalize, bots won't wait or laugh like that.
Jugger  [作者] 2023 年 12 月 20 日 上午 7:16 
@Sayori Left 4 Bots 2 is in Alpha Phase and as such can oftenly be buggy and provide inconsistent result, but even with that being taken into consideration none of those AI Improvement mods ia made with Tank Run in mind.
senzawa 2023 年 12 月 19 日 下午 5:43 
Note that this would break Left 4 Bots 2, bot's won't pick up items, weapons, kits, etc. for any reason (fastest way to see this would be to load up Swamp Fever)
Jugger  [作者] 2023 年 12 月 7 日 上午 8:54 
Whitaker is no longer going ruin your chances of progression because of bad dialogue rng! In the latest version of the mod we made it so now he will only use the shortest dialogue options, all of them have almost the exact same duration.
Jugger  [作者] 2023 年 11 月 20 日 下午 1:39 
Additionaly custom maps now can easily make tweaks for specific levels like determining the spawn interval for Tanks, how much time it takes for the rescue to arrive, etc.

Just make a file "mapname_tankrun" including the changes, you can use the ones included in the addon as a example
Jugger  [作者] 2023 年 11 月 20 日 上午 2:12 
We will take a look at the sewers of the Third Chapter of the Parish in a later update to the mod
Jugger  [作者] 2023 年 11 月 20 日 上午 2:11 
New version of the mod is now avaliable:

•Improved Tank model customization for maps.

•Players no longer need to wait for incapped Survivors in order to progress at areas like elevators.

•Made the Train Car Tank more special by making his model unique in the chapter and giving him 25% more health.

•Made the Train Car and Church Guy Tanks force spawn even when Tank Cap is filled.

•Restored The Passing 2 spawn interval of 20 seconds after the start of the first tunnel gate.

•Increased spawn interval for Double Tanks in the Hard Rain Final to 50 seconds(was 40).
K 2023 年 11 月 18 日 下午 10:13 
The music fix is really awesome too. It was always a little sucky turning off so early
Klight 2023 年 11 月 17 日 下午 8:15 
@Jugger Alright, I didn't mean to oppose this modification. Here, our players have respawn intervals of 15 seconds or less, and adding water slowdown for Tanks easily leads to Tank accumulation in the waterways. Additionally, when a Tank knocks down a survivor on level ground, if there are others in front, it will only continue attacking the downed survivor.There won't be a situation where one Tank knocks down four people (unless it's a narrow path, but in that case, the result remains the same regardless of whether there's a delay or not). So, in my view, if you want players to have a better experience in Tank Run, strengthening survivors' ability to help each other is key, and this doesn't affect the difficulty requirements for solo players.
Klight 2023 年 11 月 17 日 下午 7:53 
@Jugger Uh... Adrenaline was necessary in previous C5M3 because walking in water would definitely be caught up by the Tank behind. However, adding water slowdown for Tanks introduces another issue. When the Tank respawns in the sewer, you need to wait for it to come up. If the waiting time is extended, you can still be caught up by the Tank from behind. Worse still, if someone goes down in the sewer, due to the slowdown, the original Tank's time to walk from one end to the other increases, roughly around 10 seconds. Meanwhile, the survivors need about 15 seconds to pass through the sewer. With 10 seconds of waiting time plus 15 seconds of passing time, it exceeds the Tank's 20-second respawn interval. This way, there will always be a Tank blocking the survivors' path in the sewer.
Klight 2023 年 11 月 17 日 下午 7:20 
@[TF] Jack Bauer ︻デ▬—— The issue isn't present when you are using the old tankrun script.
ᵀғ Jack Bauer ︻デ▬—  [作者] 2023 年 11 月 17 日 上午 8:39 
By the way guys, we have several options to balance The Passing 2: increase respawn interval after some point, increase abundance of adrenalines (though this might be a bit harder to implement, we'll have to see), force tanks to spawn behind survivors after some point, make the Tanks even slower in water (but still faster than survivors of course), do a combination of these, and make each tweak difficulty dependent.
Jugger  [作者] 2023 年 11 月 17 日 上午 8:21 
@右手腕骨折了的Klight in relation to the sewers in C5M2 that part doesn't really rely on adrenaline tbh, it's rather just luck of a Tank spawning.

For the Hard Rain Finale it's entirely out of qiestion to remove water slowdown taking into consideration the backlash from before, so wed rather make the time that needs to be spent in that small space more bearbale and quicker.

The bigger delay after punching a survivor was to reduce the amount of time players get stunlocked by a single Tank, not to make it easier to revive someone. I explained the reasoning behind the changes in the pinned thread.

We will be removing the longer delay im The Passing in the next update.
ᵀғ Jack Bauer ︻デ▬—  [作者] 2023 年 11 月 17 日 上午 8:01 
Regarding the Tank spawning in line of sight of players, does anyone know if the issue isn't present in those workshop mutations that offer the old Tank Run version? Because maybe it's not a problem with the script, but something else with the game.
ᵀғ Jack Bauer ︻デ▬—  [作者] 2023 年 11 月 17 日 上午 7:57 
Thanks for the feedback guys! We'll keep adjusting the changes to try to make them appealing to everyone.
Klight 2023 年 11 月 17 日 上午 7:56 
There's another issue I don't know if you guys have noticed. After the last update, Tanks spawn right under your nose, very close to you. For example, if there's an obstacle in your right front that only partially blocks your view, the Tank can spawn there.Sometimes, the Tank even spawns in open areas directly in front of you.
That's all. If there's a chance, we can add each other as friends for further discussion. I know almost all the core Tank Run players in China. Thank you very much.
Klight 2023 年 11 月 17 日 上午 7:43 
In Easy and Normal modes, Tanks should throw rocks at players upon encountering them. Deceiving the rock throw and then running past the Tank is the fundamental strategy in Tank Run.
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C1M1,C4M2,C5M2,It's advisable to optimize mechanisms that require everyone to be present, ensuring that stragglers won't impact the entire team.
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Speeding up the revive process, and add the revived health to 50.Rather than weakening the Tank, focus on enhancing survivors' teamwork abilities.
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Tank Run isn't versus, and many balance issues often stem from players not finding the right approach (some new players may not use items, and others might not know they can run directly after dodging rocks). Waiting to die after being downed is discouraging for these players (they can't even see others' perspectives to learn), and the lack of guidance is Tank Run's major issue.