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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.
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.
-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.
-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 ???
-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)
-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
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
Wouldn't mind helping test and report for custom campaigns if needed.
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.
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!!
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.
Just make a file "mapname_tankrun" including the changes, you can use the ones included in the addon as a example
•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).
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.
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.
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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.