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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.
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Church Guy becomes a Tank:This fits the storyline and adds an interesting twist. However, it reminds me of a map called "hehe". the Tank has 1200 health, allowing it to survive a clip of shots. This introduces the risk of players being caught off guard. In multiplayer, if an unsuspecting player falls near the safe room door and others are unaware of the Tank's health, the situation could become quite dire.
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Tanks now take a bit longer to punch again after hitting a Survivor: Players often leap over downed teammates or use them to absorb Tank damage. This change doesn't address that situation. How about speeding up the revive process instead?
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Explosive Ammo slows down Tanks: That's great! It also enhances the practicality of the M60. I suggest adding a knockback effect when the grenade launcher uses high-explosive rounds, considering there's only one shot.
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Tanks moving slower on water & 2nd Chapter of the Passing :Tanks take longer to spawn after alarm:I don't want these changes in Expert; they significantly lower the difficulty and teamwork aspect. In C5M3, players won't need adrenaline to go through the sewer. In C6M2, a player can entirely solo instead of teamwork (one person passing adrenaline or using TP). Especially in C6, the map itself is the most challenging in Tank Run, and the exploration process is what makes it interesting.
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While i agree that just reducing the duration of The Finale in Hard Raid won't solve the problem entirely it should make it more bearable since it's 2 minutes less that you need to survive! If anything we might increase the delay for Double Tanks a bit as well in this level, but removing water slowdown even if it's just for a specific level is out of question.
We will keep testing stuff so please keep a eye on it, any feedback is appreciated :)
In relation to Tanks moving slower in water for example, they still move faster than you! The difference now is that you can use water to your advantage in case you manage to keep the Tank in water, which allows you to move a bit further from them.
Thanks to that using the alternative routes or adrenaline are still a requirement even if Tanks are a bit slower in water, that also helps a bit in custom levels as long as they implemented water correctly.
The reason why the cancellation of underwater deceleration was resisted was because it seriously affected The Passing. You can cancel underwater deceleration separately for the final chapter of Hard Rain, as the terrain of this level is indeed not suitable for this mode
正如我之前说的,将刷新间隔和难度相匹配,这样也能达成延长刷新间隔的效果,打不过还选专家那只是自己的错
I know that The Passing relies heavily on adrenaline, so how to find adrenaline while avoiding tanks will be the core of the figure, and even a combination of gas tanks and missiles will be needed during solo to save adrenaline. If you find it difficult, you should practice using other maps instead of directly modifying the data.
As I mentioned earlier, matching the refresh interval with difficulty can also achieve the effect of extending the refresh interval. However, choosing experts is just my own fault