STEAM GROUP
Stop that Tank! StopThatTank
STEAM GROUP
Stop that Tank! StopThatTank
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bp 6 Jun, 2015 @ 5:11pm
A problem of spawns
There is something that has been bugging me about the design of Stop That Tank, and more specifically about giant tank cash drops.

For example, on Frontier, the best Red can do is kill the tank before it reaches the first point.
The worst Red can do, however, is kill the tank immediately after it reaches the first point. Do that and the tank cash drops right in front of the new Red spawn, so you can bet you aren't going to be getting any advantage out of that. For the same reason, you don't want to kill the tank right after it capped second on Badwater.

But that's not all: you don't want to kill the tank at or about the first point of Goldrush, first and second point. This is because of the chokes you need to push through before you can pick up the cash drops designed to let you push through chokes and rush the giant spawn in the first place.

Other maps don't really have this issue. There's really not a bad moment to kill the tank on Barnblitz or Upward: yes, the spawn change still hinders you, but in my experience it's way less of a deciding factor between a Red win and a loss.

I don't think it's good design. You reward a team that does well but severely punish a team that does slightly less than that. What changes between killing a point right after it caps second and right before it caps third: Red played better in the first scenario, but the spawns are the same, the giant has to go the same distance, the timer is the same... the only thing that changes is you have to walk a further distance to your crit, health and ammo boost.

This is somewhat the difficulty curve you've got on Upward.[i.imgur.com] How easy or hard of a time you're going to get varies wildly based on how well you do in the tank phase. I'm not sure that's the curve you were shooting for.

Things would be more even if the cash boost was replaced with a boost like you get from capping in a CTF game: one you get no matter where you are on the map. Starting from there you could tweak how much of a buff it is, how long should it last and whatnot.
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Showing 1-6 of 6 comments
Banshee 6 Jun, 2015 @ 10:22pm 
The cash buffs weren't something we had originally planned out. The Tank just happens to drop cash when it dies, so we decided to give it a purpose instead removing it.

Since there's no actual objective in intermission, the time between the Tank and giant, we figured it would make sense to reward red team for destroying the Tank, as it would allow them to prepare for the giant. The crit cash serves as this reward -- it allows red team to setup a stronger defense around the area the Tank died at.

This means, in theory at least, that it's usually better to kill the Tank as fast as possible. The further back you push blue team, the harder it'll be for the giant to make it to the end.

I understand that sometimes blue team can sometimes defend the crit cash and deny red team from attaining this reward, but I haven't really seen this as a problem. All it really takes is one or two red players to reach the cash to clear a whole mob of robots.

Having the Tank die immediately after capping can go both ways. Either blue team keeps red away from the cash (doesn't happen often), or the giant spawns near an angry mob of reds. This has the potential to work out quite well for red team, but it's obviously more risky (and more rewarding) than waiting to kill the Tank a little farther down the track.

In the grand scheme of things it doesn't usually make a huge difference in the outcome of the round. What matters a whole lot more is how well the giant & his team perform, and the strategies red team uses against them.



Your suggestion, while interesting, removes a lot of the purpose from destroying the Tank as quickly as possible. In some cases, such as on Barnblitz, red team could actually be penalized if the Tank captures the second point but not the third (currently the only benefit I'm aware of in this scenario is making better use of the crit cash).

Perhaps the crit cash reward is not flawlessly designed, but there is one thing I like about it -- You get to set up a very strong defense in the general area where the Tank died, and no where else. If it were a global crit boost reward like the one in CTF, it wouldn't matter how early or late you killed the Tank, the only thing that would matter is how many points it captured.

Needless to say I think that would be a step backwards.
Last edited by Banshee; 7 Jun, 2015 @ 1:41am
jenwalter666 7 Jun, 2015 @ 1:29am 
In other words, Crit Cash™ is just for fun in my opinion, it will disappear when a giant spawns in anyway, the Crit Cash™, if near a RED checkpoint, might be useful if enemies are harrasing your team while setting up defenses. Sure it might add overheal for better survival against a giant but the overheal is not really worth it, you will die quickly even with it. I've experienced this problem with some people where they think they are a god with the overheal and rush in to kill the giant but end up dead as a result.
Banshee 7 Jun, 2015 @ 1:56am 
Originally posted by ๖ۣۜЯɪᴄʜᴛᴏғᴇη:
In other words, Crit Cash™ is just for fun in my opinion, it will disappear when a giant spawns in anyway, the Crit Cash™, if near a RED checkpoint, might be useful if enemies are harrasing your team while setting up defenses. Sure it might add overheal for better survival against a giant but the overheal is not really worth it, you will die quickly even with it. I've experienced this problem with some people where they think they are a god with the overheal and rush in to kill the giant but end up dead as a result.
While it may have started as a "just for fun" thing, the cash buffs serve an important purpose. It usually forces the blue team to retreat, giving red ample time to set their defenses back up in preparation for the giant.

The point of the cash buffs isn't to be some kind of weapon against the giant (though they can be in some cases). They were meant as a preparation measure.
Last edited by Banshee; 7 Jun, 2015 @ 1:57am
Linkisher 12 Jun, 2015 @ 8:33am 
If the cash buffs do become a deadly weapon against the giant, why not make the giant spawn 5-10 seconds later? I say this because if the cash despawns by default at the 30 sec mark and lasts around 5 seconds, why not make the giant spawn a little later when these effects wear off?
bp 12 Jun, 2015 @ 12:31pm 
So long as blu also gets a debuff? I like the extra depth granted by the one time red boost, I just wished it wasn't so easy to get screwed out of it.
CaioXG002 16 Jun, 2015 @ 11:50am 
You know, in my experience, the exact other way around happens, I even took some time to realize the opening post isn't full of sarcasm. When RED destroyd the Tank immediatelly after it captures the first point on Frontier, the Giant can consider itself DEAD. BLU's new spawn being near the cash means BLU's new spawn is near a total RED Crit-fest. It takes only two combat cappable classes (and some resource management) to keep BLU totally stuck on spawn, and once the Giant spawns everyone gets the cash and blitzkrieg at him. Even the most combat cappable Giants are likely to get curb-stomped on the spot (after all, the Medic is shileding the team).

All that said, bp's points are solid. I actually agree with Linkisher, while the Crit-cash has important purposes, it's better to change the timers so its effects are always gone once the Giant is into play. With the current system, if the Tank gets destroyed immediatelly after it caps a point, it will unbalance the game to either of the teams depending on how many people are alive on the defending team.
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